Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (half plate)
Hit Points 65 (10d8 + 20)
Speed 35 ft., built upon the genes of tribe of hunters
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +7, WIS +6
Skills Acrobatics +4, Insight +6, Medicine +10, Perception +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft., Tremorsense 5 ft radius, centered on themselves, Passive Perception 16
Languages Infernal learned from the devils that visited Barovia during King Barov's reign any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Curse of Binding (1/Day). As a bonus action, the crimson hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 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 Frenzy. The crimson hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). The crimson hunter can innately cast hex, false life and vampiric touch. Its innate spellcasting ability is Intelligence.

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

Actions

Multiattack. The crimson hunter attacks twice with a weapon.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft, one target. Hit: 12 (3d6) necrotic damage. On a hit, the crimson hunter regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

Bonus Actions

Blood Vigor. Once a day, the crimson hunter can gather the nearby droplets and pools of blood within a 15 ft circle, centered on themselves, and magically heal themselves for 1d6 per wounded creature (includes themselves). However once used, it does remove the remaining blood from the ground for additional uses. 

Reactions

Parry. The crimson hunter adds 3 to its AC against one melee attack roll that would hit it. To do so, the crimson hunter must see the attacker and be wielding a melee weapon.

Description

A grotesque humanoid that has fangs that are too large for their mouth, dripping blood due to the constant expanding pain on the gum. A shrivel voice escapes with each exhale of its pain and lack of sustenance. The only color is the crimson red as its body lays dull. Blood runes carved into the skin and despite looking frail, they are quite deadly with their speed, weaponry and ancestral abilities regarding blood. Eyes are bloodshot with decay color at the frills, skin that grown grey, similar to the cave color. 

Monster Tags: humanoid

Habitat: Mountain

ZorenAether

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