Aggressive Rush. As a bonus action, the Bloodhound Knight Darriwil can move up to its speed toward a hostile creature that it can see.
Hemorrhage. Whenever Bloodhound Knight Darriwil lands three attacks on a creature, that creature must make a DC 18 Constitution saving throw. On a failure they take half of their maximum HP in force damage.
Each attack stacks until three but if a creature's turn goes by and they have a stack but have not been hit this round then all Haemorrhage stacks on them drop.
Reactive. Bloodhound Knight Darriwil can take one reaction on every turn in combat.
Multiattack. Bloodhound Knight Darriwil makes three melee attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+6) slashing damage.
Parry. Bloodhound Knight Darriwil adds 2 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.
Guarding Spin. Bloodhound Knight Darriwil may as a reaction to an attack that misses, use one melee attack against the attacker. If it hits, Bloodhound Knight Darriwil may leap backwards up to half his movement speed without provoking opportunity.
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