Medium Undead (Leonin), Any Evil Alignment
Armor Class 20 Natural Armor
Hit Points 325 (10d8 + 45)
Speed 50 ft., in Hybrid Form
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +10, DEX +7, CON +10, INT +8, WIS +6, CHA +8
Skills Acrobatics +4, Insight +6, Perception +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Prone
Senses Blindsight 120 ft., Darkvision 60 ft., Passive Perception 19
Languages any one language (usually Common)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Blood Curse of Binding (3/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 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.

Blood Curse of Marked (3/Day). As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Blood Curse of Eyeless (3/Day). When a creature you can see within 30 feet of you makes an attack, 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 hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Blood Curse of Muddled Mind (3/Day). As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Lycan Resistance. The blood hunter's damage resistances function only while in hybrid form.

Feral Desperation. While in hybrid form, Anton has advantage on ability checks and saving throws using Strength, and it has a +2 bonus to melee attack and damage rolls.

Pack Tactics. The blood hunter has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Shapechanger. The blood hunter can use its bonus action to polymorph into a wolf-humanoid hybrid, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.

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

Legendary Resistance (3/Day). If Anton fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The blood hunter attacks twice in Leonin form or three attacks in Hybrid Form: two with Greatsword (Leonin form) or one with its bite and two with its claws (Hybrid form)

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 7) slashing damage plus 7 (1d12) fire damage.

Bite (Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 7)) piercing damage. If the target is a humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack:  +14 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 7) slashing damage.

Legendary Actions

Anton can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Anton regains spent legendary actions at the start of his turn.

Claw Attacks (Hybrid Form). Anton makes two claw attacks.

Bite Attack (Hybrid Form). Anton makes one bite attack.

Blood Curse (Costs 2 Actions). Anton attempts one Blood Curse attack.

 

mannyjs

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