Large Humanoid, Lawful Evil
Armor Class 17 (half-plate)
Hit Points 98 (13d10 + 26)
Speed 40 ft., Climb 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws STR +4, DEX +7
Skills Acrobatics +10, Perception +9, Survival +6
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 19
Languages Common (Can't speak)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Mobile fighter. The Bloodhound Knight can move up to it's speed after hitting a creature with a melee attack.

Difficult target. Attacks of oppertunity have disadvantage against the Bloodhound Knight.

Unshakable tracker. The Bloodhound Knight has advantage on Survival checks made to track creatures. Further, it's armour does not impose disadvantage on Stealth checks.

Actions

Multiattack. The Bloodhound Knight makes two melee attacks: One with it's Bloodhound's Fang and one with it's claws.

Bloodhound's Fang. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4+4 slashing damage.

Bloodhound's Finesse. The Bloodhound Knight makes an upwards-slashing attack with it's Bloodhound's Fang, using the momentum of the strike to perform a somersault 10 ft. backwards. This movement does not provoke attacks of opportunity.

Bonus Actions

Bloodhound's Step. The Bloodhound Knight briefly turns invisible and moves 10 ft.. It then reappers. If it moves towards a creature with this movement, then uses it's action to make a melee attack, it gains advantage on the first attack roll it makes.

Finesse follow-up. (Only available after Bloodhound's Finesse has been used on the Bloodhound Knight's turn) The Bloodhound Knight lands, and briefly turns invisible to dash back towards the same creature targeted by Bloodhound's Finesse. It then reappers. It makes a Bloodhound's Fang attack at advantage. If this attack hits, it deals 2d6 additional damage.

Reactions

Bloodhound's Step. Upon being hit with a melee weapon attack, the Bloodhound Knight briefly turns invisible, imposing disadvantage on the triggering attack roll and every attack roll made against it until the end of the attacker's turn. It then moves 5 ft., this movement does not provoke attacks of opperunity.

Description

Bloodhound Knights are large, armored humanoids, notorious for their fierce agility and aggressive, unrelenting fighting style. These Knights move by walking with their feet and hands on the ground, and wield large, curved greatswords and claws with great dexterity.

Bloodhound Knights unshakable and unerring trackers. They do not communicate in any written or spoken language. They each choose a master, a binding decision that keeps them loyal to their chosen master for life.

Monster Tags: humanoid

Deimos05

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