Blood Trace. Upon damaging anyone and causes bleed, the Feverghost locks on the most vulnerable target with the most blood loss (Anyone whose HP has been halved).
Cantrips (at will): Mimicry. Can use disembodied cries, and mimics animals, humans and even babies to lure unsuspecting adventurers, villagers or animals into the darkness of it's woodland lair.
Tear. Claw attack ripping flesh.
Heavy Bleed bite. Attack: +1 to hit, reach 20 ft., 1 target. Hit: 12 (2d8 + 2) [bleed] damage.
Dash 60ft.
Feral Senses. Extremely fast reflexes, as soon as anyone in its vicinity tries to escape or turn the Feverghost grapples it by arm with its claws as it sees the victim as a shiny plaything.
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Description
2m-2,30m height White fox like creature with its legs and face exposed but the rest of the body is covered in a thick pale white fur. The skin is redish denoting the blood under the surface of its pale skin. The feverghost's mouth runs across it's snout from ear to ear revealing an array of jagged vampire like teeth. As for the eyes and nose are far more reminiscent of a bat than the rest of the foxlike body with big bulging white iris on a red sclera.
Lair and Lair Actions
Lives exclusively in heavily forested areas that get snow or are on the colder side. Primarily found in the northernmost side of Alderbrand Forest. They sleep during the day and hunt during the night. They like sleeping near clearings in the forest on comfortable frost-moss or near streams.
Lair Actions
On initiative count # (losing initiative ties), the [Albino Feverghost] takes a lair action to cause one of the following effects; the [Albino Feverghost] can’t use the same effect two rounds in a row:
- Blur - Releasing a stress hormone causing anyone standing 30ft in its range to get blurry vision for a few seconds
If the [Albino Feverghost] dies, these effects fade over the course of #3 # minutes.