Deathless. The Blue Blood Noble can't die unless it's head is removed. If the Blue Blood Noble's hit points are reduced to zero, but the body is not removed it will awaken with full hit points within 1d10+5 minutes.
After being brought back to life in this manner the Blue Blood Noble must make a DC 10 constitution save or it will go into a frenzy and attempt to devour the closest living thing. The DC increases by 5 for each time they are brought back to life in this manner each day.
Preternatural Hunter. The Blue Blood Noble has advantage on all scent based Perception checks to locate a living creature.
The Hunger. A Blue Blood Noble must consume the flesh of a living creature once every few days or descend into a frenzy.
Blue Blood. Injecting the blood from a Blue Blood Noble into a living or recently deceased humanoid will turn that creature into a Blue Blood Noble with in 1d12 hours.
Frenzy. When a Blue Blood Noble loses control over The Hunger they will descend into a frenzy and try to feed on the closest living thing. All other objectives become secondary to feeding.
Multiattack.. The Blue blood Noble makes two attacks. Only one of which can be a Pistol attack.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) Piercing damage.
Pistol. Ranged Weapon Attack: +9 to hit, Range 60ft., one creature. Hit: 8 (1d8 + 4) Piercing damage.
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