Medium Undead, Neutral Evil
Armor Class 14
Hit Points 98 (9d8)
Speed 0 ft., Fly 40 ft.
STR
8 (-1)
DEX
17 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws INT +8, WIS +7
Skills Perception +5, Stealth +6
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft, Passive Perception 17
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 

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 target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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) slashing damage plus 3 (1d6) necrotic damage.

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 4) psychic damage.

Whispers of Madness. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw, or it takes 7 (1d8 + 4) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 4) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.

 
Reactions

Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence. (When a combat starts)

 

Legendary Actions

The Allip Blood Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

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

Whispers of Madness(Costs 2 Actions). The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw, or it takes 7 (1d8 + 4) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.

Howling Babble (Recharge 6)(Costs 2 Actions). Each creature within 30 feet of the allip that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 4) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2020 3:18:24 PM
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Monster Tags: undead

Habitat: SwampUrban

Yugenki

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