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Bloodbound Acolytes

The Bloodbound Acolytes serve the keepers of Leidon Blooddrains. Their doctrine teaches that every living creature has three names: the name spoken aloud, the name remembered by the dead, and the name written in blood. By collecting blood, teeth, and scraps of writing, they attempt to reconstruct a hidden master-name that will awaken whatever beats beneath the northern passage.

MediumHumanoid(Cultist)CR Challenge 1Lawful evil

Bloodbound Acolytes

blood cultdungeon guardianritualisthumanoidname magicLeidon Blooddrains
HP27AC13SPDWalking 30 ft.CRChallenge 1MedicineReligionStealth
STR
12
DEX
14
CON
12
INT
10
WIS
13
save
CHA
14
Bloodbound Devotion. The acolyte has advantage on saving throws against being frightened while within 30 feet of the stone table or the northern passage.
Living Scripture. Whenever the acolyte gains temporary hit points from one of its features, faint red script appears across its skin until those temporary hit points are lost.
Scent of the Open Vein. The acolyte can sense the location of any creature within 30 feet that has taken piercing or slashing damage since the end of the acolyte's last turn.
Multiattack. The acolyte makes one Bloodletting Knife attack and one Blood Thread attack, or makes two Bloodletting Knife attacks.
Bloodletting Knife. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage plus 2 () necrotic damage. If the target is missing any hit points, the acolyte gains 2 temporary hit points.
Blood Thread. Ranged Spell Attack: to hit, range 30 ft., one creature. Hit: 5 () necrotic damage, and the target's speed is reduced by 10 feet until the start of the acolyte's next turn. A creature can end this effect early by using an action to staunch the wound or by receiving magical healing.
Drink the Name. The acolyte targets one creature within 30 feet that has blood or another vital fluid. The target must succeed on a Constitution saving throw or take 7 () necrotic damage and be unable to regain hit points until the start of the acolyte's next turn. The acolyte then gains 5 temporary hit points. Once the acolyte uses this action, it cannot use it again until it finishes a short or long rest.
Unseal the Reliquary. The acolyte smashes a sealed blood jar within 5 feet, creating a choking red cloud in a 10-foot-radius sphere centered on the jar. The area is lightly obscured until the end of the acolyte's next turn. Each creature other than a bloodbound acolyte that enters the cloud for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or be poisoned until the end of its next turn. The jar is destroyed.
Follow the Spill. When a creature within 5 feet of the acolyte takes piercing or slashing damage, the acolyte gains 2 temporary hit points and can move up to 10 feet without provoking opportunity attacks, provided it ends this movement adjacent to a sealed jar or the stone table.
Cantrips
ThaumaturgyTransmutation The acolyte creates a minor sensory effect involving blood, such as making a sealed jar tremble, producing a whispered name, or causing a fresh wound to briefly glow red. The effect lasts up to 1 minute.
1st level
Healing WordEvocation The acolyte touches a willing creature and restores 3 (1d6) hit points, but the target's veins briefly darken. The spell has no effect on undead or constructs.
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