Large Monstrosity
Armor Class 14 natural armor
Hit Points 95 (10d10 + 40)
Speed 50 ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
7 (-2)
Skills Perception +6, Survival +6
Senses Blindsight 30, Darkvision 120, Passive Perception 15
Languages understands one language but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Master. The blood tracker can be bound to one
other evil creature, a master, by eating the master’s blood
for 13 days. While the master is within 100 ft. of the blood
tracker, the two can communicate telepathically. As an
action, provided the blood tracker is within 300 ft. of
the master, the master can use the tracker’s senses until
the start of the master’s next turn. The master can’t use
its own senses during this time.

Blood Tracker. The blood tracker has advantage
on Wisdom checks to track living creatures. If such a
creature has lost any hit points, magic can’t prevent the
blood tracker from tracking the creature.

Keen Hearing and Smell. The blood tracker has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.

Actions

Multiattack. The blood tracker makes one bite attack
and uses blood bay.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) piercing damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or fall prone.

Blood Bay. The blood tracker chooses one creature it can
sense within 60 feet of it. That creature must make a DC 13
Wisdom saving throw with disadvantage if the creature
is not at full hit points. On a failure, the creature takes 13
(3d8) thunder damage, or 19 (3d12) thunder damage if not
at full hit points, and it becomes frightened until the end
of the blood tracker’s next turn. While frightened in this
way, the creature’s speed drops to 0.

Description

“People associate evil predators with the howling of a wolf or
the flapping of bat wings. The real sound of terror is the quiet
snuffling of a blood tracker.”

Tainted Blood. Vampires and blood mages can feed hunt-
ing dogs necromantically tainted blood and meat to create
monstrous blood trackers. A blood tracker changes from a
normal canine into a large and growth-ridden monster, its
nose transformed into a star-shaped appendage, like that of a
mole. The diet turns the dog into a murderous monster.

Blood Bound. Those who create and raise blood trackers
can feed the creatures their blood. In doing so, a bond
forms like the bond between a mage and a familiar. Only
one creature can bind a blood tracker in this way.

Salvage

Blood from a blood tracker bound to a master can be used
to make an antidote to that master’s powers. Someone
who has proficiency with alchemist’s supplies or an
herbalism kit must mix the blood with herbs worth 50 gp.
Tradition holds that a good-hearted priest must pray
over the mixture as it brews for 4 hours. The brewer must
succeed on a DC 13 Intelligence or Wisdom check to
make the brew, and the priest allows that roll to be made
with advantage if they succeed on a DC 15 Intelligence or
Wisdom (Religion) check (priest’s choice). The resulting
antidote means the target can’t be charmed, frightened, or
possessed by the master for 1 hour. If a target is already
charmed, frightened, or possessed by such a creature,
the target can make a new saving throw with advantage,
ending such effects on a success. The target also has
advantage on other saving throws it makes against such
effects while the antidote lasts. Regardless, the antidote
suppresses the effects for the hour the antidote is active.

Lore

DC 15 Intelligence (Nature): A blood tracker was
once a normal dog, but a vampire or other being adept
in blood magic altered it.
DC 15 Intelligence (Arcana): Blood trackers are
supernaturally gifted trackers. One might share a
telepathic bond with the monster that created and
trained it. The blood tracker’s bite saps life force, and
its bay rattles the innards and the senses.

 

 

Ionicle99

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