Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (Studded Leather)
Hit Points 167 (22d8 + 68)
Speed 35 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +9, INT +8
Skills Acrobatics +8, Insight +9, Perception +9
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Darkvision 60, Passive Perception 20
Languages Abyssal, Common, Infernal, Sylvan Plus any race specific language
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Blood Curse of Binding (3/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 18 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target 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 elite has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). The blood hunter elite 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. 

Crimson Rite (Rite of the Dawn). The blood hunter can infuse its weapon with elemental energy, causing more damage to its prey. As a Ghostslayer, this blood hunter can deal an extra 9 (2d8) radiant damage on a hit (included in the attack). The rite also strengthens the hunters ability to stand up to its prey, giving it resistance to necrotic damage.

Castigation. The blood hunter elite has learnt how to harness its own pain and force its ire onto the one that caused it, whenever a creature targeted by the blood hunter elites hex spell causes harm to the blood hunter elite the creature suffers 9 (2d8) psychic damage.

Ethereal Step (2/Day). As a member of the Order of the Ghostslayer, This blood hunter elite can tread the line between the material and ethereal planes, at the start of its turn the blood hunter elite can become semi spectral and can move through objects and creatures as if in rough terrain for 4 rounds. A blood hunter elite can still be attacked and attack while spectral but cannot be grappled or restrained. If the blood hunter elite uses its ethereal step ability while grappled or restrained, than it automatically becomes free.

Sundering Strikes. This blood hunter elite is a member of the Order of the Ghostslayer and is able to inflict more damage against a creature targeted by its hex spell. When hitting a creature targeted by its hex spell, the blood hunter elite does an extra 5 (1d10) radiant damage.

Actions

Multiattack. The blood hunter elite makes three Weapon attacks. 

Silvered Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage plus 9 (2d8) radiant damage.

Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Reactions

Amplified Blood Curse of the Eyeless (3/Day). As a reaction, the blood hunter elite is able to impose disadvantage on attacks from an enemy it can see within 30 ft of it until the end of its next turn.

Description

To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.

Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter’s blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2020 3:56:40 PM
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1
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8/14/2020 10:27:28 AM
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Sayarise

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