Aversion of Fire. If the Bloodhound takes fire damage, he has disadvantage on attack rolls and ability checks until the end of his next turn.
Immutable Form. The Bloodhound is immune to any spell or effect that would alter his form.
Keen Hearing and Smell. The Bloodhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (2/Day). If the Bloodhound fails a saving throw, he can choose to succeed instead.
Pack Tactics. The Bloodhound has advantage on an attack roll against a creature if at least one of the Bloodhound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Unleash the Beast (Recharges after a Short or Long Rest). If the Bloodhound would be reduced to 0 hit points, his current hit point total instead resets to 110 hit points, he gains 50 temporary hit points, he regains any expended uses of Legendary Resistance, and he gains a flying speed of 60 feet for the next hour. Additionally, the Bloodhound can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 5,000 XP (7,300 XP total) for defeating the Bloodhound after his Unleash the Beast activates
Multiattack. The Bloodhound makes two attacks: one with his Bite and one with his Claws. He can replace any one attack with an attack from his Nailbow.
Bite. Melee Weapon Attack: Attack Roll: +6, reach 15 ft. Hit: 12 (1d12 + 3)piercing damage.
Claws. Melee Weapon Attack:.Melee Attack Roll: +6, reach 15 ft. Hit: 12 (2d4 + 3)
Nailbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Sanguine Mark (Recharges after a Short or Long Rest). The Bloodhound causes ethereal, glowing, barbed wire to wrap around one creature he can see within 90 feet of him for the next 10 minutes. For the duration, whenever the Bloodhound deals damage to that creature for the first time on a turn, the creature takes an additional 3 (1d6) necrotic damage and the Bloodhound regains an equal number of hit points. If the target drops to 0 hit points before this effect ends, the Bloodhound can use a bonus action on a subsequent turn to mark a new creature.
Reaction Name. Enter the description for your action.
The Bloodhound can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bloodhound regains spent legendary actions at the start of his turn.
Attack. The Bloodhound makes one attack with his Claws or Nailbow.
Shadow Jump. If the Bloodhound is in dim light or darkness, he teleports to another area of dim light or darkness within 40 feet of him that he can see and takes the Hide action.
If the Bloodhound’s Unleash the Beast trait has activated in the last hour, he can use the options below as legendary actions.
Shadow Pounce. The Bloodhound uses his Shadow Jump legendary action option and then makes one attack with his Bite or Claws.
Razor Gust (Costs 2 Actions). The Bloodhound beats his wings in a cloud of metal shards. Each creature in a 40-foot cone must make a DC 14 Dexterity saving throw,taking 14 (4d6) slashing amage on a failure or half as much damage on a success. The Bloodhound can then fly up to half his flying speed.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the bloodhound can take a lair action to cause one of the following effects; the bloodhound can’t use the same effect two rounds in a row:
• Darkness. The bloodhound creates a 20-foot-radius sphere of magical darkness, as per the darkness spell, centred on a point of his choice within the lair that lasts until initiative count 20 of the following round. The effect has an equivalent spell level equal to the value in the table above.
• Thorn Wall. The bloodhound summons tangled, thorny vines and brambles that burst from the ground, as per the wall of thorns spell and last for one hour; the save DC and damage equals VDC and Vdam, respectively
. • Pack Howl (Waves 2 & 3 Only). The bloodhound rears back and unleashes an undulating howl, summoning a member of his wild pack. The creature summoned depends on the hunt level.
The region containing a bloodhound’s lair is warped by the infusion of his dark magic, creating one or more of the following effects:
• Enhanced Darkness. Shadows are magically extended and darker within the 6 miles surrounding the bloodhound’s lair. The radius of a creature’s darkvision is halved while within this area.
• Animal Frenzy. Animals are more aggressive and agitated than typical while within 1 mile of the bloodhound’s lair. Mounts and animal companions grow increasingly restless and difficult to handle, suffering disadvantage on Perception checks. Beasts with an Intelligence score of 3 or lower are most likely to experience this effect.
• Hunted. While within 1 mile of the bloodhound’s lair, humanoids feel as if they are being watched at all times and have an increasing sense that something is hunting them. If the bloodhound dies, these effects fade over the course of 1d10 days.
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