| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +4 |
| DEX | 16 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 10 | +0 | +0 |
Blood Curse of Binding (1/Day). As a bonus action, the blood hunter apprentice targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blood Frenzy. The blood hunter apprentice has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Innate Spellcasting (1/Day). The blood hunter apprentice can innately cast bane. Its innate spellcasting ability is Intelligence.
Magic Resistance. The blood hunter apprentice has advantage on saving throws against spells and other magical effects.
Multiattack. The blood hunter apprentice makes two attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage plus 2 (1d4) fire damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
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