Medium Humanoid
Armor Class 20 Thick Hide
Hit Points 201 (15d10 + 118)
Speed 60 ft., Climb 30 ft., Fly 60 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +7, DEX +7, INT +7
Skills Acrobatics +10, Athletics +9, Intimidation +10, Nature +0, Perception +8, Stealth +10, Survival +0
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened
Senses Blindsight 60ft, Passive Perception 17
Languages Common, Marquesian, Sylvan, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Warrior (1/Day). If Behmof fails a saving throw, she can choose to succeed instead.

 The Umber Caw. Each creature within 30 feet of Behmof that can hear her  must succeed on a Wisdom saving throw DC 17 or become frightened of her until the end of her next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way.

You can choose any number of creatures you can see to be unaffected by the howl.

Brand of Tethering Castigation. When Behmof damages a creature with a weapon, she channels her hemocraft magic to sear an arcane brand into that creature (no action required). Thrill always knows the direction of the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to Thrill or a creature you can see within 5 feet of you, the branded creature takes 2d8 psychic damage. Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw DC 17. On a failure, the attempt to teleport or leave the plane fails. (The brand lasts until Behmof dismisses it or until she uses this feature to apply a brand to another creature. Behmof brand can be dispelled with dispel magic and is treated as a spell with a level equal to a 9th level spell.)

Predator Prowess. Behmof can make a standing jump 60 feet without expending any movement, without provoking attacks of opportunity. Furthermore at the start of Behmof turn she gains 10 hit points unless she is targeted with a silvered weapon. If Behmof is dropped to zero hit point she instead transforms and assumes her true form of a Deep Crow.

 

Actions

 Rushing Hunt. Three claw attacks with one peck attacks /blood bolt. 

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:  11 (1d8 + 5) piercing damage; +1d8 thunder damage; +1d8 lightning.

Peck. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:  11 (1d12 + 5) piercing damage; +1d8 thunder damage; +1d8 lightning.

Blood Bolt. Ranged Weapon Attack: +7 to hit, range 80/200 ft., one target. Hit: (1d10 + 2) necrotic damage.

Bonus Actions

 Blood Curse of the Eyeless. When Behmof seas a creature within 30 feet of you makes an attack, she can roll one hemocraft die and subtract the number rolled from the creature’s attack roll. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.


Blood Curse of the Marked. As a bonus action, Behmof marks a creature that she can see within 30 feet of you. Until the end of her turn, whenever she hits the cursed creature with a weapon, she rolls an additional 1d8 when determining the extra damage from the rite.

Amplify. The next attack roll she makes against the target before the end of her turn has advantage.


 Blood Curse of Binding. As a bonus action, Behmof attempt to bind a Large or smaller creature you can see within 30 feet of her, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.


Blood Curse of the Anxious. As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of Behmof next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Previous Versions

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Lordhuntsmith2045

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