Return. When the Slayer is reduced to 0 hit points, its body violently tears apart. The host emerges in the nearest unoccupied space with the hit points it possessed when it transformed. The host gains one level of exhaustion. If the Slayer used Bloodforged Ascension during the transformation, the host instead gains four levels of exhaustion.
Magic Resistance. The Slayer has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Slayer's attacks are magical.
Aura of Murder. As long as the Slayer isn't incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to piercing damage.
Murderous Instinct. The Slayer relentlessly pursues nearby prey. If multiple hostile creatures are visible, the Slayer prioritizes the nearest creature. If multiple creatures are equally close, it prioritizes the creature with the lowest current hit points.
Blood Sense. The Slayer automatically knows the location of creatures touching a blood pool within 120 feet.
The Chosen's Toll. After the transformation ends, the host gains one level of exhaustion. If Bloodforged Ascension was activated, the host gains three additional levels of exhaustion. If the Slayer form is destroyed, the host gains one additional level of exhaustion.
Bloodforged Ascension. When reduced below half its hit point maximum, the Slayer may embrace Bhaal's blessing. Its spilled blood hardens into jagged armor while its claws lengthen into cruel weapons. The Slayer gains:
- AC increases to 20.
- Claw attacks gain one additional damage die.
Final Ascension. When reduced below 10% of its hit point maximum:
- AC increases to 24.
- Claw attacks score critical hits on a roll of 19 or 20.
Multiattack. The Slayer makes four attacks using its claw or tail interchangeably.
Slashing Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage. Bloodforged Ascension: Damage becomes (4d6 + 10) slashing damage. If the Slayer hits the same creature with two or more Slashing Claw attacks during its turn, that creature must succeed on a DC 20 Constitution saving throw or begin bleeding. A bleeding creature takes 7 (2d6) necrotic damage at the start of each of its turns. The effect ends if the creature receives magical healing or another creature uses an action to staunch the wound.
Stabbing Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) Piercing damage. Bloodforged Ascension: Damage becomes (4d6 + 10) piercing damage. If the target is below its hit point maximum, it takes an additional 7 (2d6) necrotic damage as the slayer shoves its claws into the target.
Tail Whip. Melee Weapon Attack: +14 to hit, one target, reach 15 ft., Hit: 14 (2d6 + 7) bludgeoning damage. Creatures hit must succeed on a DC 20 Strength saving throw or be pushed 10 feet away.
Terrifier. The Slayer unleashes a horrific scream. Each hostile creature within 40 feet must make a DC 18 Wisdom saving throw. on a failed save the creature takes (4d8) psychic damage and is frightened until the end of its next turn. While frightened in this way it must use all its movement to get away from the slayer. On a successful save the creature takes no damage and isn't frightened.
Bloodfire Breath. (Recharge 2–5) The Slayer exhales burning blood in a 90-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw taking 60 (20d6) fire damage or half as much on a successful save.
Description
The Slayer is the ultimate expression of Bhaal's creed made flesh. Reserved for descendants of the Lord of Murder who have fully embraced his teachings, this monstrous transformation strips away restraint, mercy, and self-preservation. The host's mind remains buried somewhere beneath the carnage, but the Slayer itself exists only to hunt, terrify, and kill.
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