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Erenei

The Boss Erenei

The Blood Mage Necromancer boss of the The Ivywood Blood Mafia.

Physical Description

Body Features

  • Smells like marvelous fields of wild berries.
  • Cool, soft skin.

Facial Features

Perfect skin, pale black eyes.

Special abilities

Blood Magic

Apparel & Accessories

  • Red Rose in her hair, which sparkles with golden flakes in the light.
  • Dark Merlot robes, with golden filigree that create waves of light down around the fringe of the robes.

Personality Characteristics

Motivation

  • Utilize blood magic to unlock eternal life.
  • Be secretive about his operations.
  • Make money and power in the process.

Social

Social Aptitude

  • Calculated, willing to banter.
  • Not easily enraged.

Speech

  • Brandishes fangs in flourishy speech.
  • Calculated, faux reasonable.
  • Threats without flexing.
  • Very clear spoken.
Erenei Stats
Children
Aligned Organization
Blood of Fire (maho) 6th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a weapon that deals piercing or slashing damage and your own blood) Duration: Instantaneous You cut a mystic pattern into one palm with a knife and enchant your own blood.   From the wound shoot four explosive missiles of blood. You can direct the mis- siles at the same creature or at different ones. Make a separate ranged spell at- tack roll for each missile. On a hit, the target takes 3d10 necrotic damage. Each   creature within 5 feet of a creature struck by a missile, must make a Constitution saving throw. A target takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. You cannot replace the material components for this spell. For each missile of blood you fire, you take 1d10 necrotic damage and your hit point maximum is reduced by the same amount until you finish a long rest. The damage you take from this spell cannot be reduced or prevented in any way. At higher levels. When you cast this spell using a spell slot of 7th level or higher, you shoot an extra missile for each spell level above 6th.     Red Mist (maho) 3rd-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a weapon that deals piercing or slashing damage and your own blood) Duration: Instantaneous In a swift motion you cut into your jugular, spraying blood all around you. Each creature within 5 feet of you must succeed a Constitution saving throw. On a   failed save, a creature is blinded until the end of its next turn and becomes en- raged for 1 minute. While enraged, a creature must attack the nearest creature it   can see. lf no creature is near enough to move to and attack, the creature instead attacks an object, with preference for an object smaller than itself. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. You cannot replace the material components for this spell. When casting this spell, you take 3d6 piercing damage and your hit point maximum is reduced by the same amount until you finish a long rest. The damage you take from this spell cannot be reduced or prevented in any way. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s radius increases by 5 feet for each spell level above 6th, and the damage you suffer increases by 1d6 piercing damage.

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