Medium Humanoid, Chaotic Neutral
Armor Class 18 Bloodfang Armor, Shield
Hit Points 85 (10d10 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Athletics +8, Intimidation +4, Perception +3, Survival +3
Damage Resistances Cold
Senses Passive Perception 13
Languages Northern Tongue Norse, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Abilities and Skills:

Second Wind: The Bloodfang Guards can use a bonus action to regain hit points equal to 1d10 + their fighter level.

Action Surge: They can take one additional action on their turn.

Improved Critical: Their weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Longsword: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage plus 1d6 necrotic damage.

Shield Bash: +8 to hit, reach 5 ft., one target. Hit: 1d6 + 4 bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Action Surge: The Bloodfang Guard can take one additional action on their turn.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Bloodfang Guards are fierce and battle-hardened warriors, clad in armor made from the hides of beasts and adorned with blood-red runes. Their helmets are designed to resemble the snarling visage of a wolf, and their weapons are stained with the blood of their enemies. Each guard carries a shield emblazoned with the sigil of the Bloodfangs and wields a weapon enchanted with dark magic.

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.

Habitat: ArcticMountain

Khaos87NC63923

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