Medium Undead, Neutral
Armor Class 13 (leather armor)
Hit Points 28 (4d10 + 15)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +3, CON +4, WIS +2, CHA +4
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

 

 

Turn Immunity. The revenant is immune to effects that turn undead.

Blood Tracker. The Bloodguard knows the distance to and direction of any creature that it has taken a sample of their blood, even if the creature and the Bloodguard are on different planes of existence. If the creature being tracked by the Bloodguard dies, the revenant knows.

 

Hemocraft save DC = 14

Hemocraft Die = d4

Blood Maledict = 2 uses

 

Dueling

 When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 

 

Actions

 

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 4) Piercing damage. If the target is a creature against which the Bloodguard Is Blood Tracking, the target takes an extra 3 (1d6) Piercing damage. Instead of dealing damage, the Bloodguard can grapple the target (escape DC 14) provided the target is Large or smaller.

Shadow's Grasp The Bloodguard  targets one creature it can see within 30 feet of it and against which it is blood tracking. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until it takes damage, or until the end of the revenant’s next turn.  

Bonus Actions
Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

Blood Curse of Binding

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.

Crimson Rite

At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

Rite of the Dead. Your rite damage is necrotic damage

Reactions
Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.

Description

also known as "Men of the Mask", these semi-vampiric assassins are always seen in white masquerade mask. they usually operate solo, but are trained to work in squads in case of threats that prove too difficult to remove by other means. 

 

Habitat: ForestUrban

PatchworkDarkness

Comments

Posts Quoted:
Reply
Clear All Quotes