Medium Humanoid, Neutral Good
Armor Class 18
Hit Points 45 (5d10 + 10)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +6
Skills Acrobatics +7, Arcana +4, Insight +4
Damage Resistances Necrotic
Senses Darkvision, Passive Perception 10
Languages Common, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Duel Wielder. The Aurelius Damarion can wield two weapons at the same time, and can draw or stow two one-handed weapons when the creature would normally be able to draw or stow only one.


 

Actions

Multiattack. The Damphir Blood Hunter makes two attacks with their rapiers..

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 1target. Hit: 8 (1d8 + 4) piercing damage. 

Bonus Actions

Fanged Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and Aurelius Damarion regains hit points equal to the damage dealt.

Blood Maledict (3/day). The Damphir Blood Hunter chooses one creature within 30 feet and casts a Blood Curse upon them. The chosen creature must make a Wisdom saving throw (DC 12) or take an additional 1d6 damage from the next attacks that hit them in that turn.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Makeshifttom

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