Blood Curse of Thirst. As a bonus action, the hemogoblin targets one creature that it can see within 30 feet of it. The creature must succeed on a DC 14 Constitution saving throw or become incapable of regaining hit points for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Success or fail, the hemogoblin regains hit points equal to half the necrotic damage it deals to the target for the next minute.
Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Innate Spellcasting (1/Day). The hemogoblin can innately cast hex. Its innate spellcasting ability is Constitution.
Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects.
Nimble Escape. The hemogoblin can take the Disengage or Hide action as a bonus action on each of its turns.
Multiattack. The hemogoblin attacks three times with a weapon.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) necrotic damage.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Description
A hemogoblin is an extremely rare and formidable type of goblin, one that has mastered the art of drawing esoteric powers from their blood and using their strange abilities to hunt down any poor souls that manage to get in their way.
Most hemogoblins cover their bodies in tattoos, with the ink created from the blood of their victims, wearing loose clothing that allows them to show off these horrific markings. Unlike most other goblins, hemogoblins are loners, fending for themselves in combat, only rarely making alliances with other hemogoblins, dhampir, and blood hunters.
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Posted Sep 11, 2022Nice homebrew, you have a wide range of vocabulary and structure your sentences well. I wish it was longer though