Sanguine Syphon

by Voidscape

Search GM Binder Visit User Profile

Sanguine Syphon

Sanguine Syphons are the elite knights in servitude to the archdevil Berthesayr, the Mistress of Blood and Sacrifice. They usually hold high-ranking guard positions in cities, wherein they clandestinely attempt to spread Berthesayr's influence.


Sanguine Syphon

Medium Humanoid, Lawful Evil


  • Armor Class 18 (plate)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 19 (+4) 11 (+0) 12 (+1) 18 (+4)

  • Saving Throws Wis +4, Cha +7
  • Skills Arcana +3, Insight +4, Perception +4,  Persuasion +7
  • Senses passive Perception 14
  • Languages any two languages (usually Common)
  • Challenge 8 (3,900 XP)     Proficiency Bonus +3

Leached Invigoration. If the Sanguine Syphon has at least 50% of its maximum hit points remaining, it regains 10 hit points at the start of its turn. If the Sanguine Syphon has less than 50% of its maximum hit points remaining, it takes 5 necrotic damage at the start of its turn.

Blood Perception. The Sanguine Syphon can sense the presence of any creature with a blood flow within 30 feet of it. It can pinpoint such a creature that is moving.

Actions

Multiattack. The Sanguine Syphon makes two Syphoning Blast attacks.

Syphoning Blast. Ranged Spell Attack: +7 to hit, reach 90 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. The Sanguine Syphon regains hit points equal to half the amount of necrotic damage dealt.

Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) necrotic damage. The Sanguine Syphon regains hit points equal to half the amount of necrotic damage dealt.

Spellcasting. The Sanguine Syphon casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: Message, Thaumaturgy

2/day each: Charm Person, Invisibility, Suggestion

1/day: Bestow Curse

Armor of the Leech

Armor (Plate or Half Plate), Very Rare (Requires Attunement)


While wearing this ensanguined armor, you can vividly hear and distinguish the heartbeat of every creature within 30 feet of you (but cannot pinpoint their exact location).

This armor has 5 charges and regains 1d4+1 expended charges daily at dawn. While wearing this armor, you can use your action to expend 2 or more of its charges to cast one of the following spells from it: Vampiric Touch (2 charges), Enervation (3 charges).

A creature of good alignment that is attuned to this armor always feels a lingering unease within itself.

VoidscapeCreate

This is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. ©Wizards of the Coast LLC.
Art by Lucas Parolin