Pack Hunter. The Bloodstalker has advantage on attack rolls against a creature if at least one allied Bloodstalker is within 5 feet of the target.
Bounding Leap. The Bloodstalker's jump distance is tripled. Opportunity attacks made against it while jumping are made with disadvantage.
Sand Skitter. The Bloodstalker ignores difficult terrain composed of sand, crystal, bone, rubble, or steep surfaces.
Multiattack. The Bloodstalker makes two attacks: one Pincer attack and one Stinger attack.
Pincer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be Grappled (escape DC 16).
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. The Bloodstalker has advantage on this attack if the target is grappled by any Bloodstalker. The target must succeed on a DC 16 Constitution saving throw or become afflicted with Dragonbone Crystalization.
Dragonbone Crystalization. At the end of each of its turns, an afflicted creature repeats the saving throw. On a failure, the condition worsens by one stage. On a success, the condition improves by one stage. A creature that improves beyond Stage 1 ends the effect.
- Stage 1 Poisoned
- Stage 2 Incapacitated
- Stage 3 Stunned
- Stage 4 Petrified
A creature already suffering Dragonbone Crystalization that is hit by another Stinger attack immediately makes an additional saving throw against the effect.
Pouncing Skitter. The Bloodstalker jumps up to 30 feet to an unoccupied space it can see. If it lands adjacent to a creature, it may immediately make a Pincer attack.
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