Medium Humanoid (Dwarf, Elf, Half-Elf, Human), Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 175 (15d10 + 100)
Speed 55 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +9, CON +9, CHA +4
Skills Acrobatics +9, Athletics +9, Intimidation +10, Survival +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 80ft, Unknown 20ft Bloodsense , Passive Perception 14
Languages Common, Dwarvish, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Sense Blood. The Bloodzerker can sense any creature that is bleeding within 20ft.

No Pain. Bloodzerkers can't feel pain.

Toughened Skin. Bloodzerkers are immune to non-magical weapons.

Bathe in Blood. If a Bloodzerker is covered or surrounded in blood it can make attacks with advantage and +2 to damage.

Actions

Bloodzerkers can three attacks or one Punch,Bite,Kick.

Punch,Bite,Kick. The Bloodzerker can make 3 attacks as it bites, punches and kicks multiple or just one enemy. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 5)  damage. 

Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6)  slashing damage. 

Throw Anything. RangedWeapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit: 13 (2d8 + 5) damage. The Bloodzerker can pick up and throw any medium or smaller object or creature that weighs 150lbs or less. If the Bloodzerker throws an unwilling creature then the creature must make a contested strength check against the Bloodzerker.

Bonus Actions

Bring Me Closer. The Bloodzerker can use the dash action as a bonus action.

Reactions

Is That All You got. The Bloodzerker can challenge an enemy and take half damage from that enemy until the start of the Bloodzerkers turn.

GoldenDog

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