Ambusher. In the first round of combat, the Blood Raptor has advantage on attack rolls against any creature it has surprised.
Blood Sense. The Blood Raptor knows the direction of a creature below half its hit point maximum within 1 mile. This feature doesn't work on creatures that do not have blood, such as Constructs and Undead,
Blood Frenzy. If the Blood Raptor makes an attack against a creature with less than half its hit point maximum, the Blood Raptor can make a Bite attack against that creature as a bonus action.
Hooked Claws. At the start of its turn, any creature grappled by the Blood Raptor takes 2d6 piercing damage.
Keen Hearing and Smell. The Blood Raptor has advantage on Wisdom(Perception) checks that rely on hearing or smell.
Pack Tactics. The Blood Raptor has advantage on attack rolls against a creature if at least one of its allies is within 5ft of it and the ally isn't incapacitated.
Pounce. If the Blood Raptor moves at least 20ft straight toward a creature and hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the Blood Raptor can make one Bite attack against it on the same turn.
Multiattack: The Blood Raptor makes three attacks, one with its Bite and two with its Claws.
Bite: Melee weapon attack, +4 to hit, reach 5ft, one target. Hit 7(1d8+2) piercing damage.
Claw: Melee weapon attack, +4 to hit, reach 5ft, one target. Hit 6(1d6+2) piercing damage and the target is Grappled (Escape DC 12). The Blood Raptor can only grapple one target at a time in this manner. While grappling a target, the Blood Raptor cannot make a Claw attack against another creature.
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