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BLOOD HUNTER Medium humanoid (any race), any alignment Armor Class 16 (half plate) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 18 (44) 12 (+1)-15 (+2) 9-1) 16 (43): (40) Saving Throws Str +7, Wis +6 Skills Acrobatics +4, Insight +6, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages any one language (usually Common) Challenge 5 (1,800 XP) Blood Curse of Binding (1/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The tar- get can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence. Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The blood hunter attacks twice with a weapon. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 8

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