Super Natural Smell. The Blind Strider has double advantage on Wisdom (Perception) checks that rely on smell. If the smell is potent or recognizable like that of blood, it can detect the direction of the source.
Multiattack. The Blind Strider makes three attacks: one with its bite and two with its claws.
Caustic Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed a DC 15 Constitution saving throw. If they fail, the chemicals on its teeth cause 1d4+2 poison damage and they are poisoned. The chemicals must be treated within an hour with a 15 medicine check or the target is a dead man walking. The chemical is immune to magical healing.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Opportunity Attacker. If an opponent misses a melee attack, the Blind Strider strikes out wildly against its attacker. If the DM chooses, this attack will not cost a reaction to use, but it will be a straight roll with no modifiers or advantage.
The Blind Strider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Blind Strider regains spent legendary actions at the start of its turn.
Claw Attack. The Blind Strider makes a wild strike at a target. Make as random as possible.
Spray Vomit (Costs 3 actions). The Blind Strider exhales a stream of stomach acid in a twenty foot line that is five feet wide. Any target caught will suffer 6d6 poison damage unless they succeed a DC 15 Dexterity check to avoid it.
Description
A Blind Strider is a werewolf that has been mutated by old and terrible energies. A Blind Strider can no longer shift into human form, as madness and savagery has driven the spirit out and dashed it to shreds.
They are larger than a werewolf, and have lost much of their fur. True to their name, they have lost their vision. The hearing of a Blind Strider suffers as well, as the mutation can cause ears to fall off, or grow additional ears that jumble this sense all together. However their sense of smell is supernatural. Multiple nasal passages and orifices have grown on its body. Their location varies, though most commonly they are on the upper torso, neck, and head. They can form in the back as well, given them a full 360 degree sense of their surrounding.
After mutation has taken place, and a Blind Strider's bite cannot spread the werewolf curse. It instead loses much of its internal organs, keeping only the heart, lungs, and stomach. The stomach in particular creates a much more potent digestive fluid, to combat the severe shrinkage that takes place. This fluid is used very similarly to that of spiders, an almost venomous chemical, intended to pre digest prey so it can be sucked up easily for sustenance. This makes the aforementioned bite, twice as dangerous as that of a werewolf.
This bite carries the same chemicals in the stomach. It is not an injection, rather more like an infection, that will begin to predigest the victim from the bite mark. This is relatively easy to mend, as standard medical procedures of cleaning and disinfecting the wound will save the life of the victim. This must be done however before an hour passes, or the victim is already dead, the chemicals having already traveled to far through the blood system for the body too fight, and they will melt gradually over the course of 8 hours.
The vomit of a Blind Strider is far, far worse. While the teeth carry trace amounts, the vomit is like a spray of deadly acid that can melt stone on contact. Nearly anything save magical material will turn to sludge from contact. This includes the Blind Strider itself, which perhaps is most vulnerable to its own stomach fluid.
That is how the life span is measured. A Blind Strider will eventually die from the adverse effects of its own vomit.
Previous Versions
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