Utterance Of Blood

Blood is the sweet nectar of life. It is fitting, then, that those who value power and control would jump at the chance to control the life-giving essence of blood with but a word. Called utterances of blood, these truespeaking creatures twist the essence of life to serve their own ambitions. Well versed in anatomy and medicine, these utterances seek to understand truespeech with surgical precision. With each syllable of truespeech they tinker with the essence of life, unnaturally enhancing their own existence and violating the forms of others. Like their compatriots, utterances of blood are deformed by their practices, sickly pale with oversized mouths, no eyes, and a four-foot tongue of crimson red. With the bedside manner of a professional doctor, an utterance of blood seeks out new biological samples to study. An utterance of blood is always happy to make a deal, particularly if that deal involves it getting access to large quantities of fresh blood or, better yet, blood-filled test subjects. None survive their perverse experiments.


UTTERANCE OF BLOOD

Medium humanoid (any), neutral evil


Armor Class 16 (21 with Blood Armor)
Hit Points 231 (22d10 + 110)
Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

Saving Throws Con +10, Wis +9, Cha +10
Skills Medicine +14, Perception +9
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages Common
Challenge 13 (10,000 XP)


TRAITS

Blood Armor. At the start of each of its turns, the utterance can lose 5 hit points to magically shroud itself in armor made of blood, increasing its AC to 21 until the end of its next turn.

Bloodsight. The utterance automatically succeeds on Perception checks to detect flesh-and-blood creatures.

Crimson Craft. When the utterance gains temporary hit points and already has temporary hit points, the new temporary hit points are added to its temporary hit points instead of replacing them. The utterance can have a number of temporary hit points equal to its hit point maximum.


ACTIONS

Multiattack. The utterance uses Blood Plague, then uses either Mirror Vitae or Life Transference.

Blood Plague. A flesh-and-blood creature the utterance can see within 60 feet must succeed on a DC 18 Constitution saving throw or contract a virulent disease. On a failure, wounds immediately open along the creature’s skin and it loses 28 (8d6) hit points.

Additionally, the creature has disadvantage on attack rolls and ability checks while infected. At the start of each of its turns the creature can choose to attempt a DC 18 Constitution saving throw, curing the disease on a success. On a failure, the creature loses 28 (8d6) hit points.

Life Transference. The utterance of blood loses a number of temporary hit points, and a single flesh-and-blood creature the utterance can see gains an equal number of temporary hit points. Temporary hit points gained from this feature are lost when the creature finishes a short or long rest.

Mirror Vitae. The utterance chooses a creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or its blood is linked to the utterance’s. While linked, when the utterance takes damage, it instead takes half damage (rounded down) and the target takes the remaining damage. The target can repeat the saving throw at the end of each of its turns, ending the link on a success.


REACTIONS

Harvest Life. When a flesh-and-blood creature other than the utterance within 60 feet takes damage or loses hit points, the utterance can take a reaction to gain temporary hit points equal to the damage dealt or hit points lost. Temporary hit points gained by this feature are lost when the utterance finishes a short or long rest.


Ref: TPKB1 p231