Medium Humanoid (Any Race), Any Alignment
AC 13 Leather    Initiative +3 (13)
HP 33 (6d8 + 6)
Speed 30 ft.
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
Skills Acrobatics +4, Insight +6, Stealth +4
Senses Darkvision 60 ft.; Passive Perception 15
Languages any one language (usually Common)
CR 3 (XP 700; PB +2)
Traits

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.

Actions

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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