Medium Fey (Changeling), Chaotic Neutral
Armor Class 17 Studded Leather
Hit Points 75 (75d12)
Speed 45 ft.
STR
15 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
11 (+0)
Skills Acrobatics +16
Senses Passive Perception 16
Languages Common, Elvish, Gnomish, Sylvan, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Blood Maledict 1d6 Hemocraft die

You can invoke a blood curse a number of times per short rest based on your level. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d6 points of necrotic damage that cannot be reduced in any way.

Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 15, +7 to hit with spell attacks). The Aetrias Kelek has following Arcane Rogue spells prepared:
Cantrips (at will): Fire Bolt, Friends 
1st level (4 slots): Dissonant Whispers, Witch Bolt

Actions

Action Name. Enter the description for your action.

Action Melee Attack:

Dragon Slayer Rapier: +8 to hit, reach 5 ft., Hit: # (1d8 + 6) Piercing damage. 

Giant Slayer Rapier: +8 to hit, reach 5 ft., Hit: # (1d8 + 6) Piercing damage. 

Action Ranged Spell Attack:

Fire Bolt: +4 to hit, range 120 ft. Hit: # (2d10) Fire damage.

Witch Bolt: +8 to hit, reach 30 ft., Hit: # (1d12) thunder damage.(On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. ) 

Bonus Action:

Hybrid Form - Predatory Strike: +8 to hit, reach 5 ft., Hit: # (1d6 + 5) bludgeoning or slashing damage damage. 

Hybrid Form - Predatory Strike: +8 to hit, reach 5 ft., Hit: # (1d6 + 5) bludgeoning or slashing damage damage.

Blood Curse of Bloated Agony: As a bonus action, you curse a creature that you can see within 30 ft. of you until the end of your next turn. For the duration, the creature has disadvantage on STR and DEX checks, and takes 1d8 necrotic damage if it makes more than one attack on its turn. Amplify. The curse lasts for 1 minute and the cursed creature can make a CON saving throw (DC 15) at the end of each of its turns to end the curse.

Blood Curse of the Marked: 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. Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Crimson Rite: As a bonus action, imbue a weapon to strike for 1d6 extra damage of your chosen type. On activating the rite, you take 1d6 damage. Rite damage is magical and lasts while you hold the weapon or until you complete a short/long rest.

Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Hybrid Transformation: You can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

Brand of Castigation (Special):Once per short/long rest, whenever you damage a creature with a weapon that has an active rite, you can sear an arcane brand into that creature. Your brand has the following effects:

- You always know the direction to the branded creature as long as it’s on the same plane as you.

- Each time the branded creature deals damage to you or another creature you can see within 5 ft. of you, the branded creature takes 2 psychic damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions
Blood Curse of the Eyeless

When a creature you see within 30 ft. of you makes an attack, you can use your reaction to roll 1d10 and subtract the result 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. Creatures immune to the Blinded condition are immune to this curse.

Amplify. You apply this curse to all of the creature's attacks until the end of its turn, rolling separately for each attack.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

MetalforkMcstabs

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