Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 55 (4d10 + 25)
Speed 50 ft., Swim 40 ft., Climb 35 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +7
Skills Perception +1
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 10
Languages Does not speak but can be taught limited commands by a rider.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Predator's Leap. The Bloodseeker can cover great distances if it can get a running start. If the creature can charge for 10 feet in any direction, it can automatically pounce an additional 20 feet and make a pounce as a bonus action attack. The Bloodseeker can still take a normal standard action. They can leap up to 15 feet in the air to clear obstacles as needed with this running start as well.

Unfused Maw. The Bloodseeker is a threat to creatures size large or smaller as it attacks with it's powerful jaws. The creature can unhinge their jaw to open the mouth even wider when approaching larger targets. While the razor sharp teeth deal damage on contact, the jaw takes a split second to adjust in order to clamp down. If a target doesn't move fast enough, the maw re-aligns and locks into place around the target, effectively grappling the prey. A bloodseeker can only have one target grappled in it's maw at a time.

Blood Frenzy. The Bloodseeker has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Blood Thirsty. The Bloodseeker will continue to attack a target that it has already hit. Once an attack lands on a target the creature will focus their full attention on that target until it is at 0 hp. The creature will not be diverted or distracted to attack another target until the current target is neutralized. The Bloodseeker can only change target from a living creature if directed to do so by their rider.

Directionless. The Bloodseeker has poor eyesight and relies on it's sense of smell to identify targets. If all creatures are at full health the Blood seeker has disadvantage on perception checks to identify targets based on sight alone. If the Bloodseeker has a rider who can direct the creature, the disadvantage is negated.

Blood Blindness. A Bloodseeker in a frenzy cannot independently differentiate between friend and foe. As long as a rider remains in control of the mount, the Bloodseeker will attack as directed. If the rider is incapacitated, the Bloodseeker will attack whoever is the closest, conscious source of fresh blood, including a felled rider. If multiple targets are equidistant, the Bloodseeker reacts on instinct and will attack at random (assign numbers and roll the dice to determine target).

Thick Skin. Bloodseekers have a strange anatomy in that their hide is somewhere between thick leathery flesh and scales. This combination makes their bodies generally more durable than most other creatures, and studies have determined that mundane weapons are less effective. Bloodseekers are resistant to non-magical melee damage. Their hides can be harvested and make extremely valuable armor, however the crafting  process is extremely difficult and can be very costly to do properly.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) piercing damage and the target must make a DC 14 Dexterity Saving throw to avoid being grappled by the bite. If grappled, the target may reattempt to escape as an action on their turn with an acrobatics, athletics, or similar check (DC 14).

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Maul. (Recharge on /5.) Melee Weapon Attack: The Bloodseeker lashes out with both front paws to lacerate the target from both sides. +10 to hit, reach 5 ft., one target. Hit: 30 (3d10 + 10) slashing damage.

Howl. (Recharge on /6.): The Bloodseeker lets out a fearsome, bone-shaking howl. All creatures within 20 feet radius of the Bloodseeker must make a DC 14 Wisdom saving throw or become frightened of this creature.

Bonus Actions

Pounce. (Bonus Action from Predator's Leap): [rollable]+10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Pounce"}[/rollable] to hit, reach 5 ft., one target.The Bloodseeker charges forward and tackles one target within range (30 ft.). The creature rolls a melee attack to hit the target. If the attack meets the target's AC the target must succeed on a DC 17 Strength Saving throw or be knocked prone. If the attack does not meet the target AC, the Bloodseeker misses entirely.

Description

One of the many predators to stalk the marshlands of Atalyn, Bloodseekers are known as dangerous killers to those who try to avoid them on their travels—and as extraordinary mounts for those willing to capture and train them. Though the process of domesticating a Bloodseeker is dangerous at best, these creatures can become prized war mounts and are extremely obedient when trained well.

Bloodseekers have never been raised in captivity in order to maintain the strong hunting instincts. Typically Bloodseekers survive in small packs to compensate for their individual weaknesses. If there are too many creatures in a pack and insufficient food sources to sustain their very large appetites, the weakest of the group will be cannibalized for survival. There is no natural hierarchy in a Bloodseeker pack as all creatures can become frenzied and may inadvertently attack one another in this state. For these reasons, packs rarely grow larger than 4-5 creatures before there is some internal violence.

Natural Hunters. Bloodseekers hunt with enormous, unfused jaws and deadly claws. Appearing somewhat like a cross between large hunting cats and reptiles, their mostly hairless, muscular bodies are built for combat. Bloodseekers have incredible prowess at leaping, swimming, climbing, and a running speed that makes them dominant carnivores. With small feline ears mostly pinned back against the head, and small eyes covered with a thin mucous mebrane, the features of this creature are mostly designed to provide few weaknesses in combat. The mostly scaled body is generally slick to the touch, make it difficult to get a good grip on the creature for grappling. The Bloodseeker's two most prominent features though are the massive paws, with non-retractable claws, and it's maw. The claws average four inches in length but can be as long as 9 inches in larger specimens. The maw is unfused like a snake, and the Bloodseeker can unhinge their jaw in order to grasp larger prey.

Mounted Combat. While the Bloodseeker is primarily hairless and their bodies are covered in a thick leathery type of scale, there are two long strips of red fur that run the length of their backs which create a natural saddle for a rider. Those who train in combat with their Bloodseekers frequently craft intricate saddles which strap the rider onto the mount and immobilize the rider from the waist down to prevent being thrown in combat. When trained, Bloodseekers are extremely obedient and can be commanded to attack as an action by their riders. While Bloodseekers do not choose strategic targets willingly, a trained mount can be directed to attack a target against their instincts by their rider.

Blood in the Air. Bloodseekers are notoriously unintelligent independently, but react instinctively with lightning speed to the presence of blood. The protective film covering their eyes greatly impedes their vision and Bloodseekers rarely rely on sight alone to identify targets. They primarily target other creatures that have already been wounded, using the scent of blood to pinpoint their victims. If a creature has been previously wounded, Bloodseekers gain advantage to attack them. Unfortunately, while the scent of blood increases their effectiveness as an instrument of destruction, it makes it that much harder to control the creature. Bloodseekers in a frenzy will seek to attack and destroy any source of fresh blood and will continue attacking that target (even to their own detriment) until that target is unconscious or dead. In a frenzy, Bloodseekers cannot differentiate between friend and foe and will attack the nearest source of fresh blood at any cost, unless directed otherwise by a rider.

Monster Tags: beast companion

Habitat: Swamp

WarrynAPWarrick

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