Medium Monstrosity, Any Alignment
Armor Class 19 natural armor
Hit Points 105 (9d10 + 35)
Speed 45 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +9, WIS +8
Damage Vulnerabilities Thunder
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 18
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Blood Frenzy. The black blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Magic Resistance. The black blood hunter has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The blood hunter attacks twice with its weapons.

Black Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 10) slashing damage.

Black Sabbath (Recharge 5–6). The black blood hunter drains life-giving blood from nearby creatures. Each creature within 20 feet of the black blood hunter must succeed on a DC 17 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The black blood hunter gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn’t have blood is immune to Blood Feast.

Lullaby for a Deadman (5/day). As an action, the black blood hunter can speed its natural recovery. The black blood hunter gains hit points equal to 1d8 + 5.

Bonus Actions

Aspects of Blood. As a bonus action, the black blood hunter can coat one weapon with an aspect of blood. The aspect disappears after 10 minutes once applied. The damage from these aspects are considered magical for the purpose of overcoming resistance(s).

  • Aspect of the Body (1/Day). On the black blood hunters next attack, the target must succeed on a DC 17 Strength saving throw or become sluggish and stone-like, causing the creature to be restrained until the end of your next turn.
  • Aspect of the Heart (1/Day). On the black blood hunters next attack, the target must succeed on a DC 17 Constitution saving throw or take 3d8 acid damage, and it can't regain hit points until the start of the black blood hunters next turn.
  • Aspect of the Mind (1/Day). On the black blood hunters next attack, the target must succeed on a DC 17 Intelligence saving throw or take 2d8 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the black blood hunter. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
  • Aspect of Soul (1/Day). On the black blood hunters next attack, the target must succeed on a DC 17 Charisma saving throw or take 2d8 force damage and has disadvantage on attack rolls against the black blood hunter until the end of the black blood hunters next turn.

Beauty of Annihilation (1/Day). As a bonus action, the black blood hunter may choose to let the symbiote empower itself. For one minute, when rolling any damage dice for weapon attacks, the black blood hunter can reroll damage dice and use either total.

Blood Curse of Binding (1/Day). As a bonus action, the black blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Not Ready to Die (5/day). As a reaction, the black blood hunter may solidify and protect itself in response to physical trauma. Until the start of the black blood hunters next turn, the black blood hunter has a +2 bonus to AC, including against the triggering attack.

SirDorian

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