Sources
CR
Type
Size
Alignment
Movement

Oriq Blood Mage

Medium Humanoid (warlock), Neutral Evil

Armor Class 16 (blood aegis)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
STR
11
+0
DEX
14
+2
CON
18
+4
INT
20
+5
WIS
12
+1
CHA
12
+1
Saving Throws CON +8, INT +9, WIS +5, CHA +5
Skills Deception +9, Medicine +5, Survival +5
Damage Resistances necrotic
Condition Immunities Exhaustion
Senses passive Perception 11
Languages Common plus any four languages
Challenge 9 (5,000 XP)

Traits

Blood Aegis. The AC of the blood mage includes its Constitution modifier while it isn't wearing armor or wielding a shield.

Oriq Mask. The blood mage wears an Oriq mask. While wearing the mask, the blood mage can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above).

Sanguine Sense. While the blood mage isn't blinded, it can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through Cover, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.

Actions

Multiattack. The blood mage makes two Blood Lash attacks.

Blood Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit:21 (3d10 + 5) necrotic damage. If the target is a creature, it can't regain hit points until the start of the blood mage's next turn.

Blood Boil (Recharge 4–6). The blood mage chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of the blood mage's choice that it can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10) necrotic damage and is incapacitated until the end of its next turn. On a success, a creature takes half as much damage and isn't incapacitated. A creature dies if reduced to 0 hit points by this necrotic damage.

Lore

Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush.