Medium Humanoid (Tabaxi), Chaotic Neutral
Armor Class 17 (half plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Climb 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +7, WIS +6
Skills Acrobatics +4, Insight +6, Perception +6, Stealth +5
Senses Darkvision 60 ft., Passive Perception 16
Languages any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Curse of Binding (1/Day). As a bonus action, Bloodpaw targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy. Bloodpaw has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). Bloodpaw can innately cast hex. Its innate spellcasting ability is Intelligence.

Magic Resistance. Bloodpaw has advantage on saving throws against spells and other magical effects.

Feline Agility. When Bloodpaw moves on his turn in combat, he can double his speed until the end of the turn. Once he uses this ability, Bloodpaw can’t use it again until it moves 0 feet on one of its turns.

Actions

Multiattack. Bloodpaw attacks twice with a weapon.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Sabethes

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