Beyond Death. When the blood hunter is reduced to 0 hit points, it falls unconscious and its spirit rises from its body. Its spirit is a ghost that replaces its actions with only the Rite Scythe attack. If the blood hunter dies, its spirit also dies, and vice versa. If the spirit reduces a creature to 0 hit points, the blood hunter regains 9 (2d8) hit points. The blood hunter's spirit immediately returns to its body if the blood hunter wakes up by any means.
Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.
Rite Weapon. The blood hunter's rite weapon is its scythe. Its attacks with its rite weapon are magical and deal an additional 4 (1d8) necrotic damage plus 4 (1d8) radiant damage (included in the attack).
Multiattack. The blood hunter makes three attacks with its rite weapon.
Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4 (1d8) necrotic damage plus 4 (1d8) radiant damage. If the damage reduces a creature to 0 hit points, the blood hunter regains 9 (2d8) hit points.
Enter the description for how bonus actions work for your monster here.
Blood Curse of the Fallen Puppet. When an ally of the blood hunter is reduced to 0 hit points while within 30 feet of it, the blood hunter can give the creature a final act of aggression. Before it falls unconscious or dies, the ally can make one weapon attack against a target of the blood hunter's choice within weapon range.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.