Ambusher In the first round of a combat, the blood raptor has advantage on attack Rolls against any creature it has surprised.
Blood Sense it always knows the direction of a creature below half its hitpoint maximum within 1 mile. This feature does not work on creatures that do not have blood such as constructs and undead.
Blood Frenzy If the blood raptor makes an attack against a creature with less than half its hitpoint maximum, it can make an additional bite attack against that creature as a bonus action.
Hooked Claws At the start of its turn, a creature grappled by the raptor takes 2d6 piercing damage.
Keen Hearing and Smell: The blood raptor has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce If the blood raptor moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the blood raptor can make one bite attack against it as a bonus action.
Pack Tactics The blood raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Multiattack. The blood raptor makes three attacks on its turn: one with its bite and two with its claws
Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) [piercing] damage.
Claw . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) [slashing] damage.
Description
Blood raptors are the most common of all raptor types and are known for their uncanny sense of smell and ability to track their prey. Their pack instincts and superior sense of smell makes them ideal companions or mounts for many hunters and mercenaries. However, these raptors tend to be especially dangerous and unruly whenever they catch the smell of blood which them to enter in a violent feeding frenzy.
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