Boiling Blood. As a bonus action, the Bloodstalker can spray boiling blood from their fangs, dealing 3d6 acid damage to all creatures in a 15-foot cone. Creatures that are immune to acid damage are not affected.
Blood Frenzy. The Bloodstalker has advantage on melee attack rolls against any creature that has been damaged by a melee attack since the Bloodstalker's last turn.
Blood Curse. Once per day, the Bloodstalker can curse a creature within 30 feet. The cursed creature takes an additional 1d6 necrotic damage from the Bloodstalker's attacks for 1 minute.
Multiattack. The Bloodstalker makes two attacks with its blood-drenched longsword.
Blood-Drenched Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take an additional 7 (2d6) necrotic damage.
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Blood Rush: The Bloodstalker can choose to spend their bonus action to enter a state of heightened aggression, gaining advantage on all melee attack rolls until the end of their turn. However, while in this state, they also take an additional 1d6 damage from all attacks.
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Feeding Frenzy: If the Bloodstalker is adjacent to a creature that is currently grappled or restrained, they can use their bonus action to make an additional bite attack against that creature.
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Blood Tracker: The Bloodstalker can use their bonus action to focus their senses and gain advantage on Wisdom (Survival) checks made to track creatures by scent or blood trail.
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Bloody Retaliation: If the Bloodstalker takes damage from a melee attack, they can use their bonus action to make a single bite attack against the creature that attacked them.
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Bloodied Strike: Once per short rest, the Bloodstalker can use their bonus action to imbue their next melee attack with additional necrotic energy, dealing an extra 2d6 necrotic damage if the attack hits.
- Bloodthirst. The Bloodstalker can gain temporary hit points equal to its level plus its Constitution modifier (maximum of 10) as a bonus action. These temporary hit points last for 1 minute.
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Blood Spray. The Bloodstalker sprays a burst of boiling blood from its fangs, targeting a creature within 10 feet. The target must make a Dexterity saving throw (DC 14) or take 2d6 acid damage and be blinded until the end of its next turn.
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Vampiric Leech. When the Bloodstalker takes damage from a melee attack, it can use its reaction to drain the attacker's blood, healing for half the damage taken.
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Swift Dodge. When the Bloodstalker is targeted by a ranged attack, it can use its reaction to quickly dodge out of the way, gaining a +4 bonus to its AC against that attack.
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Blood Shield. When the Bloodstalker is hit by an attack, it can use its reaction to create a shield of boiling blood, granting it resistance to all damage from that attack.
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Blood Transfusion. When a nearby creature falls unconscious, the Bloodstalker can use its reaction to transfuse some of its own blood, restoring the creature to consciousness and healing it for 2d8 hit points. However, this leaves the Bloodstalker weakened, imposing disadvantage on all attack rolls and ability checks until the end of its next turn.
Description
The Bloodstalker appears as a humanoid creature, standing at around 6 feet tall. Its skin is a sickly pale color, almost translucent, with veins visibly pulsing beneath the surface. Its eyes are a deep red color, almost glowing in the darkness, and its fangs are long and sharp, dripping with blood.
The Bloodstalker is clad in dark leather armor, adorned with bone and spiked accents. Its movements are quick and agile, and it is able to dart in and out of combat with ease.
Overall, the Bloodstalker exudes an aura of darkness and danger, making it clear that it is not to be trifled with.
MINIONS OF THE BLOOD MOARCH AND THE BLOOD MONARCH IS ON DND HOMEBREW
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