Greater Magic Resistance. Kamir’s Skullbound Raider automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the Kamir’s Skullbound Raider's permission, no spell can observe the Kamir’s Skullbound Raider remotely or detect its thoughts, creature type, or alignment.
Ashbound Death. (describes the creature disintegrating in explosion that deals an extra 20 (3d8) damage and leaving behind a colored rune stone)
Ashbound Death. When Kamir’s Skullbound Raider is reduced to 0 hit points, his body ignites in searing green fire and disintegrates into ash. A glowing **green rune stone** is left behind in his place. The rune pulses with residual magical energy.
Relentless (1/Turn). When "Kamir’s Skullbound Raider" isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, "Kamir’s Skullbound Raider" drops to 1 hit point instead of 0 hit points.
Unimpeded. "Kamir’s Skullbound Raider" can occupy a prone creature’s space. The first time "Kamir’s Skullbound Raider" enters a prone creature’s space on "Kamir’s Skullbound Raiders" turn, the prone creature takes 3 (3d6) bludgeoning damage. When a prone creature in the bloodrunner’s space stands up, the creature enters the nearest unoccupied space of their choice.
Multiattack. Kamir’s Skullbound Raider makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 4) bludgeoning damage.
Spiked Shield. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (3d6 + 3) piercing damage. If the bloodrunner moves at least 10 feet before hitting a Large or smaller creature with this attack, the bloodrunner can choose to knock the target prone or push them up to 10 feet away.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature it can see.
Juke. When the bloodrunner makes a Dexterity saving throw, they can gain advantage on the save. To do so, the bloodrunner can’t be prone, grappled, or restrained.







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