Pack Tactics. The bloodhound has Advantage on an attack roll against a creature if at least one of the its allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Regeneration. The bloodhound regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the bloodhound takes radiant damage or damage from holy water, this trait doesn’t function at the start of the bloodhound's next turn.
Spider Climb. The bloodhound can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Weaknesses. The bloodhound has the following flaws:
Forbiddance. The bloodhound can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The bloodhound takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the bloodhound’s heart while the bloodhound is incapacitated in its resting place, the bloodhound is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The bloodhound takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Description
Vampire bloodhounds are created to hunt and track down prey with unrelenting efficiency. Resembling domestic bloodhound-like creatures with blood-red eyes and jagged teeth, they are infused with dark necromantic energy and the vampiric curse. Silent when stalking yet terrifyingly loud when attacking, these monstrosities are feared as the perfect trackers for vampires seeking to eliminate specific targets.
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