Mark of Prey. Caster of the curse designates one creature as prey, that creature undergoes the effects of Hunter’s Mark: You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Multiattack. The beast can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 4) piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
Frightful Presence. Each creature of the beast's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's Frightful Presence for the next 24 hours.
Disembowelment. Action is only able to be taken after the bonus action Crushing Maw is successfully used. The beast uses its claws to attack the abdomen of its grappled prey. Bleeding creatures must make a Constitution save, DC 13, at the end of their turns, or lose 3 (1d6) maximum hit points. Beating DC 18 ends this condition. Multiple instances of bleeding do not stack. If a bleeding creature's maximum hit points becomes less than their current hit points, its current hit points are reduced to match the max. The target gains a level of exhaustion for every 1/5 of its original max hp lost this way. A DC 13 Wisdom (Medicine) check or magical healing will stop the bleeding.
Bonus Action: Crushing Maw. The beast can choose to lock its jaw onto its prey and enter a grappling state. Any creature successfully grappled will take 1d4 compounding piercing damage each turn. During this state the beast is unable to perform the bite and claw action. A contest of Strength is used to determine whether or not the grappled target escapes.
Description
An unnatural beast of demonic form, brought on by a spell from the tome of the accursed. This particular beast is derived from the spell caster laying his own curse upon himself. Felix of Blades has lost all sense of self and become a frightful beast.
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