Medium Undead, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 123 (19d8 + 38)
Speed 50 ft.
STR
15 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +8, WIS +6
Skills Acrobatics +6, Perception +9, Stealth +8
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic
Condition Immunities Blinded, Charmed
Senses Blindsight 60 ft, Passive Perception 19
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Eyeless Abomination. The Bloodhound’s eyes have been carved out and the sockets sealed with scarred flesh.

  • It has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Creatures within 60 feet cannot gain advantage from invisibility against the Bloodhound unless they are both silent and scentless.

Scent of the Wounded. The Bloodhound has advantage on attack rolls against any creature that doesn't have all of it's hit points.

If a creature is below half its hit point maximum, the Bloodhound deals an extra 7 (2d6) necrotic damage to it once per turn.

Pack of the Starved. Whenever a creature is wounded within 15 feet of the Bloodhound, it can use its reaction to move up to half its speed and make a bite attack against that creature. 

Refuse to Die. The first time the Bloodhound would be reduced to 0 hit points, it instead drops to 1 hit point and immediately makes one Bite attack.

Relentless Tracker. Once the Bloodhound has detected a creatures presence, that creature cannot be hidden from that Bloodhound until they have moved at least 1 mile away from it or it drops that creatures sent for another.   

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Blinding Speed. Opportunity affects have disadvantage against the Bloodhound. 

Actions

Multiattack. The Bloodhound makes two Claw attacks and one Bite attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit: 10 (1d8 + 5) slashing damage. If both claws hit the same target in one turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by the necrotic damage taken until the end of a long rest. A humanoid slain by this effect does not rise as undead—Vargus tolerates no competition.

Bonus Actions

Blood Rush (Recharge 5–6). The Bloodhound moves up to its speed toward a creature it can sense and makes one Bite attack. This movement does not provoke opportunity attacks.

Zeigaria

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