| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 18 | +4 | +7 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 16 | +3 | +6 |
| CHA | 10 | +0 | +0 |
Blood-Scent Hunter. The raptor has advantage on Wisdom (Perception) and Wisdom (Survival) checks to detect or track a creature that does not have all its hit points.
In addition, the raptor knows the direction of any bleeding creature within 60 feet of it, provided the creature is not behind total cover.
For this trait, a bleeding creature is any creature that has taken piercing or slashing damage since the start of the raptor’s last turn.
Apex Pursuit. The raptor ignores nonmagical difficult terrain.
When a creature the raptor can see moves at least 10 feet away from it, the raptor can move up to 15 feet toward that creature. This movement does not provoke opportunity attacks.
The raptor can use this trait once per round.
Pack Tyrant. The raptor has advantage on attack rolls against a creature if at least one of the raptor’s allies is within 5 feet of the creature and the ally is not incapacitated.
Rending Wounds. A creature hit by the raptor’s Talons attack begins bleeding. Until a creature uses an action to staunch the wound or the creature receives magical healing, it takes 5 necrotic damage at the start of each of its turns.
A creature can suffer from only one bleeding wound from this trait at a time.
Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a Talons attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
If the target is prone, the raptor can make one Bite attack against it as a bonus action.
Multiattack. The raptor makes three attacks: one with its Bite and two with its Talons.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
If the target is bleeding, the bite deals an extra 7 (2d6) necrotic damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is affected by Rending Wounds.
Sickle Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone or bleeding creature.
Hit: 21 (3d10 + 5) slashing damage.
If the target is both prone and bleeding, it must succeed on a DC 16 Constitution saving throw or be unable to regain hit points until the start of the raptor’s next turn.
Bloodcall Shriek (Recharge 5–6). The raptor releases a piercing, clicking shriek that stirs predatory instinct and panic.
Each hostile creature of the raptor’s choice within 30 feet that can hear it must make a DC 14 Wisdom saving throw.
On a failed save, a creature is frightened until the end of the raptor’s next turn. While frightened this way, the creature’s speed is reduced by 10 feet.
Each allied raptor or beast within 30 feet that can hear the shriek may immediately move up to half its speed without provoking opportunity attacks.
Bloodrush. The raptor moves up to half its speed toward a bleeding creature it can see or smell.
If it ends this movement within 5 feet of that creature, the raptor has advantage on the next melee attack roll it makes against that creature before the end of its turn.
No Clean Escape. When a bleeding creature within 5 feet of the raptor moves out of the raptor’s reach, the raptor can make one Talons attack against that creature.
On a hit, the target’s speed is reduced by 10 feet until the end of the current turn.
Description
Apex Blood Raptors are not merely overgrown pack hunters. They are ritual nightmares of instinct and blood-scent, born where predatory essence has soaked too long into the bones of the wild. Their black-red scales are ridged like lacquered armor, and their feathered crests are usually matted with old blood. They do not roar before they strike. They click, chirr, and circle, letting prey hear the pack closing in.
An Apex Blood Raptor often wounds its quarry and lets it flee, confident that blood, fear, and exhaustion will finish what its claws began.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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