A death painting given the Kamo clan’s hereditary Blood Manipulation technique, grafted in rather than inherited. Eso is happiest picking off stragglers from range before his brothers close in - a mid-fight problem rather than an endgame one.
Medium cursed spirit, chaotic evil
| Stat | Value |
|---|---|
| Armor Class | 15 |
| Hit Points | 105 (14d8 + 42) |
| Speed | 30 ft. |
| Saving Throws | Dex +5, Con +6 |
| Challenge | 9 |
| Cursed Energy | 16 |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 17 (+3) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses passive Perception 11 · Languages Common
Traits
Cursed Manifestation. Only creatures that can sense cursed energy can perceive or harm Eso. It is exorcised when reduced to 0 hit points.
Toxic Blood. A creature that touches Eso’s spilled blood takes 5 (2d4) necrotic damage at the start of each of its turns for 1 minute, ignoring resistance and immunity to necrotic damage. As an action, a creature can scrape the blood off to end the effect early.
Actions
Multiattack. Eso makes two Slicing Exorcism attacks, or one and uses Crimson Binding.
Slicing Exorcism. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.
Crimson Binding (2 Cursed Energy). One creature Eso can see within 30 feet must succeed on a DC 15 Strength saving throw or become restrained by a net of hardened blood. It can repeat the save at the start of each of its turns, ending the effect on a success.
Piercing Blood (6 Cursed Energy). Eso compresses his blood into a supersonic beam along a 100-foot line. Each creature in the line makes a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failure, or half as much on a success.