Medium Monstrosity (Dinosaur), Unaligned
AC 15 natural armor    Initiative +4 (14)
HP 75 (10d8 + 30)
Speed 45 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +6
CON 16 +3 +3
Mod Save
INT 4 −3 −3
WIS 14 +2 +4
CHA 8 −1 −1
Senses Darkvision 60; Passive Perception 14
Languages None
CR 3 (XP 700; PB +2)
Traits

Blood-Scent. The stalker 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 stalker knows the direction of any creature within 30 feet that has taken piercing or slashing damage since the start of the stalker’s last turn, provided the creature is not behind total cover.

Pack Hunter. The stalker has advantage on attack rolls against a creature if at least one of the stalker’s allies is within 5 feet of the creature and the ally is not incapacitated.

Skirmishing Predator. The stalker ignores nonmagical difficult terrain.

If the stalker hits a creature with a melee attack, it may move up to 10 feet without provoking opportunity attacks from that creature.

Raking Wounds. A creature hit by the stalker’s Talons attack begins bleeding. Until a creature uses an action to staunch the wound or receives magical healing, it takes 3 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.

Actions

Multiattack. The stalker makes two attacks: one with its Bite and one with its Talons.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

If the target is bleeding, the bite deals an extra 3 (1d6) necrotic damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is affected by Raking Wounds.

Hamstring Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one bleeding creature.
Hit: 8 (1d8 + 4) slashing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.

Bonus Actions

Bloodrush. The stalker moves up to half its speed toward a bleeding creature it can see or smell.

If the stalker ends this movement within 5 feet of that creature, the next melee attack it makes against that creature before the end of the turn gains a +2 bonus to the attack roll.

Reactions

Drive the Prey. When a creature within 5 feet of the stalker misses the stalker with a melee attack, the stalker may move up to 10 feet without provoking opportunity attacks.

If the creature is bleeding, the stalker may instead move up to 15 feet.

Description

Blood Raptor Stalkers are lean, red-black pack predators with hooked talons, narrow skulls, and feathered crests used for silent pack signaling. They rarely attack head-on unless driven by hunger. Instead, they slash, withdraw, circle, and wait for the prey to bleed.

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.

Gorban84657

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