Trampling Charge. If the blood hunter horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Magic Resistance. The blood hunter horse has advantage on saving throws against spells and other magical effects.
Blood Frenzy. The blood hunter horse has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Innate Spellcasting (1/Day). The blood hunter horse can innately cast hex. Its innate spellcasting ability is Intelligence.
Blood Curse of Binding (1/Day). As a bonus action, the blood hunter horse 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.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage.
Description
These steeds are tougher than tough. Some say they are more powerful than the hunters that ride them.
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