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Wandering Wasteland: Bleirvar the Biomancer

Bleirvar the Biomancer (Final-Mezadev-C)BLEIRVAR THE BIOMANCER     CR 11
XP 12,800
Male tiefling blood kineticist 12
NE Male outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 24, touch 15, flat-footed 20 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +4 shield)
hp 133 (12d8+72)
Fort +13, Ref +11, Will +5
Defensive Abilities orc ferocity; DR 5/magic; Resist cold 5, electricity 5, fire 5

OFFENSE
Speed 40 ft.
Melee +1 dagger +9/+4 (1d4, Crit 19-20/x2)
Special Attacks elemental overflow +4, kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 12th, concentration +14)
     1/day—darkness
Blood Kineticist Wild Talents Known (CL 12th, concentration +17)
     Defense—shroud of blood
     Infusions—draining infusion (touch, Fort DC 21 for quarter damage, 1 burn), foe throw (Fort DC 21 negates)
     Kinetic Blast—blood blast +13 (6d6+12, 2 burn), water blast +13 (6d12+12 bludgeoning), wrack (3d6+6 untyped, Fort DC 21 halves)
     Substance—bleeding infusion (Fort DC 21 or 6 bleed; 2 burn), gut-wrenching infusion (Fort DC 21 or sickened 1 minute; 3 burn), vampiric infusion (3 burn)
     Utility—blood tell, kinetic cover, kinetic healer, veil of mists, water manipulator

TACTICS
Before Combat Bleirvar activates shroud of blood and drinks his potion of fly.
During Combat Bleirvar uses foe throw to put his enemies into the Grave Morass and otherwise inflicts as much bleed damage as possible (using Shot on the Run to stay out of reach of melee combatants).
Morale Bleirvar fights to the death, drinking his potion of cure serious wounds when reduced to 40 hp or less.

STATISTICS
Str 8, Dex 16, Con 20, Int 14, Wis 13, Cha 8
Base Atk +9; CMB +8; CMD 23
Feats Craft Wondrous Item, Dodge, Mobility, Point-Blank Shot, Shot on the Run, Weapon Focus (kinetic blast)
Skills Acrobatics +11, Bluff +6, Craft (biomancy) +17, Heal +16, Intimidate +4, Knowledge (nature) +17, Perception +11, Stealth +15, Swim +7, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aklo, Common, Draconic
SQ blood focus, burn (3 points/round, maximum 8), expanded element (blood), gather power, infusion specialization 3, internal buffer 2, supercharge
Combat Gear potion of cure serious wounds, potion of fly; Other Gear +1 glamered chain shirt of invulnerability, belt of physical might +2 (Dex, Con), boots of striding and springing, ring of protection +2, ring of sustenance

5E RULES

BLEIRVAR THE BIOMANCER
Tiefling warlock 12, neutral evil
Armor Class 17 (3 mage armor, 3 Dexterity, +1 magic)
Hit Points 87 (12d8+24)
Speed 30 ft.

STRDEXCONINTWISCHA
8  (-1)17  (+2)15  (+2)15  (+2)14  (+2)20 (+5)

Saving Throws Strength +0, Dexterity +4, Constitution +3, Intelligence +3, Wisdom +7, Charisma +10
Skills Deception +9, Nature +6
Senses Darkvision 120 ft., passive Perception 12
Damage Resistances fire, lightning
Languages Abyssal, Common
Challenge 11 (7,200 XP)

Eldritch Invocations. Bleirvar adds his Charisma bonus when dealing damage with eldritch blasts and can fire them at a range of 300 feet, casts detect magic, disguise self, and mage armor without expending spell slots, and can see normally in all types of darkness,
Spellcasting.  Bleirvar is a 12th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). Bleirvar knows the following spells and has a total of 11 spell slots of 5th-level:

  • Cantrips—blade ward, fire bolt, eldritch blast, mage hand, spare the dying, thaumaturgy, true strike
  • 1st—command, hex, protection from good
  • 2nd—crown of madness, invisibility
  • 2nd (1/long rest)—darkness, hellish rebuke
  • 3rd—fly, fireball
  • 4th—dimension door, fire shield
  • 5th—hold monster, scrying
  • 6th (1/long rest)—eyebite

Warlock. Bleirvar gains 5 temporary hit points when he reduces a creature to 0 hit points, can add +1d10 to an ability check or saving throw once per short rest, and has resistance against lightning damage.

ACTIONS
Eldritch Blast. Ranged Weapon Attack: +9 to hit, range (300 feet), up to three targets. Hit: 10 (1d10+5) force damage per beam (3 total).

TREASURE
boots of speed, hat of disguise, ring of protection

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