CR 6 – Type – Aberration – Blood Pact Conspirator
**Tier 2 play**
**Monster Name**
Blood Pact Conspirator
**Size, Type, Alignment**
Medium, Aberration, Neutral Evil
**Core Stats:**
Armor Class (AC): 15
Hit Points (HP): 90 (12d8 + 36)
Speed: 30 ft.
**Ability Scores:**
Strength 12 (+1),
Dexterity 16 (+3),
Constitution 16 (+3),
Intelligence 14 (+2),
Wisdom 12 (+1),
Charisma 18 (+4)
**Proficiencies:**
Saving Throws: Dexterity +6, Charisma +7
Skills: Deception +7, Stealth +6, Insight +4
**Damage Resistances:** Psychic;
**Damage Immunities:** Poison;
**Condition Immunities:** Charmed, Frightened
**Senses:** Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 12
**Languages:** Common, Telepathy 60 ft.
**Challenge Rating (CR):** 6
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**Special Abilities:**
– **Sanguine Manipulation:** The Blood Pact Conspirator can take control of a humanoid within 30 feet who is injured, forcing them to attack an ally (DC 15 Wisdom saving throw negates). This ability recharges on a roll of 5-6 on a d6.
– **Blood Theft:** When the Blood Pact Conspirator reduces a creature to 0 hit points, it regains HP equal to half the creature's hit points.
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**Actions:**
– **Multiattack:** The Blood Pact Conspirator makes two attacks with its Dagger of Betrayal.
– **Dagger of Betrayal:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage dealt until a long rest.
– **Mindgame (Recharge 5-6):** The creature forces all enemies within a 20 ft. radius to make a DC 15 Wisdom saving throw. On a failure, they are frightened until the end of their next turn and take 14 (4d6) psychic damage.
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**Description:**
The Blood Pact Conspirator is a malevolent aberration that preys on the vulnerable, drawn from the malignant whispers of a dark pact made in desperation. Lurking in the shadows of towns and cities, this twisted entity uses deception and manipulation, often targeting groups or individuals already weakened by loss or betrayal. With an air of sinister charm, it can bend those around it into chaos, sowing discord among allies. When threatened, it fights with cold precision and crippling mind games, ensuring no one escapes its blood-stained grasp.