Blinded. The bleeder nurse cannot see. It relies on its Sense Motion trait in order to track and attack prey.
Magic Weapons. The bleeder nurse's weapon attacks are magical.
Reactive. The bleeder nurse can take one reaction on every turn in a combat.
Sense Movement. The Bleeder nurse knows the exact location of any other creature who uses 15 feet or more of movement while within 30 feet of the bleeder nurse. The bleeder nurse suffers no penalty for being blinded when attacking a creature detected via sense movement until the end of the bleeder nurse's next turn.
Sentinel. The bleeder nurse has all the benefits of the sentinel feat.
Multiattack. The bleeder nurse makes two claw attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. On a hit, the target must make a DC 15 Constitution saving throw suffering an additional 21 (6d6) hit points due to blood loss on a failed save, and half as much on a success. If the target fails its Constitution save, it takes an additional 21 (6d6) hit points due to blood loss on the end of each of the bleeder nurse's turns. A successful DC 15 Constitution saving throw or receiving magical healing will end this effect. If the target or an ally uses one action and expends one use of a healer's kit, succeeding on a DC 15 Wisdom (Medicine) check will stop the bleeding.
Parry. The bleeder nurse adds 2 to its AC against one melee attack that would hit it. To do so, the bleeder nurse must be able to detect the attacker via sense movement.
Sentinel Strike. When a creature within 5 feet of the bleeder nurse makes an attack against a target other than the bleeder nurse (including another bleeder nurse), the bleeder nurse can use a reaction to make a melee weapon attack against the attacking creature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/31/2022 11:42:14 PM
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2
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0
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5E
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Coming Soon
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