Elara, Goddess of the Blood Moon CR: 69
Huge god, chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 200 (15d12 + 60)
Speed:
70 ft
, fly: 150 ft
, can hover
Skills: darkvision 120 ft, passive Perception 18, telepathy 120 ft
Damage Resistances: acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, psychic
Languages: All
Challenge Rating: 69
Liquid Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
At will: Blood Thirst
2nd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The creature must have a mouth. While the target is charmed in this way, its eyes bleed. The charmed target must use its action before moving on each of its turns to make a bite attack against a creature other than itself that you mentally choose. If the creature does not have a bite attack, it can make one in place of its unarmed strike. The attack uses the creature’s Strength modifier for attack and damage rolls, and on a hit, it deals piercing damage according to its size.
Tiny 1 damage
Small or Medium 1d4
Large 2d6
Huge 3d6
Gargantuan 4d6
If the creature hits with its bite attack, it can attach itself to the target and start to drain its blood. While attached, the creature doesn’t attack. Instead, at the start of each of the creature’s turns, the target loses hit points equal to the creature’s bite damage. The creature can detach itself by spending 5 feet of its movement. Another creature, including the target, can use its action to detach the creature.
Control Blood
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous or 1 round (see below)
You target a living creature within range. The target must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:
The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on its Wisdom (Perception) checks.
Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack.
You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn.
You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Exsanguinate
1st-level necromancy spell
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You target one living creature that you can see within range. The creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 1d6 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Dispel Magic
3rd level abjuration
Casting Time: 1 action
Range: 120 feet
Target: One creature, object, or magical effect within range
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Blight
4th level necromancy
Casting Time: 1 action
Range: 30 feet
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Darkness
2nd level evocation
Casting Time: 1 action
Range: 60 feet
Target: A point you choose within range
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Bestow Curse
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Dissonant Whispers
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Actions
Blood Drain (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the elemental’s turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.
Slash. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d6 slashing damage
Multiattack. Elara can make 2 slash attacks
Life Steal. The target must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Elara regains have the life it takes from the target.
Legendary Actions
3 actions per turn
Slash. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d6 slashing damage, 1 action
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage, 2 actions
Life Steal. The target must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Elara regains half the life it takes from the target., 2 actions
A towering woman wearing a revealing black dress with red highlights. She has flowing dark black hair with a streak of white in it. On top of her head, she wears a silver crown with a moon emblem, signifying her position as goddess. A terrifying blood red aura surrounds her.