Legendary Resistance (1/Day). If the blood hunter fails a saving throw, it can choose to succeed instead.
Shapechanger. The blood hunter can use its action to polymorph into a wolf-humanoid hybrid or back into its true form, which is humanoid. Its statistics, other than its resistances and AC, are the same in each form. It gains its Claws and Resilient Hide in its hybrid form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Resilient Hide. As a hybrid, the blood hunter has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while if it is not wearing heavy armor, the Blood Hunter has a +1 bonus to AC.
Keen Hearing and Smell. The blood hunter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Blood Curse of Binding (2/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 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 Curse of the Howl (1/day).
As an action, the blood hunter unleashes a bloodcurdling howl. Each creature within 30 feet of them that can hear them must succeed on a DC 15 Wisdom saving throw or become frightened of them for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blood hunter's howl for the next 24 hours.
Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Innate Spellcasting (2/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.
Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects.
Multiattack. The blood hunter attacks twice with a weapon or it’s claws when in its hybrid form.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.
Claws. (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 4) fire damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Parry. The Blood Hunter adds 3 to its AC against one melee attack that would hit it. To do so, the Blood Hunter must see the attacker and be wielding a melee weapon.
Blood Curse of the Eyeless (2/Day)
When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die (1d8+2) and subtract the number rolled from the creature’s attack roll. This curse applies to all the creature’s attack rolls until the end of the creature’s turn. Roll separately for each affected attack.The creature is immune to this curse if it is immune to the blinded condition.
The Blood Hunter has three legendary actions.
Weapon of Choice (2 Actions). The Blood Hunter makes two Greatsword attacks or one Heavy Crossbow attack.
Claw. The Blood Hunter makes one claw attack.
Move. The Blood Hunter moves up to its speed without provoking opportunity attacks.
Previous Versions
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1/8/2023 6:31:09 PM
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Coming Soon
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