Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (half plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +6, WIS +5
Skills Acrobatics +4, Insight +6, Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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 12 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 has advantage on melee attack rolls against any creature that has less than half 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

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage plus 3 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

GoblinsArePeopleToo

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