Avoidance. If the Blood Stalker is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Aggressive. The Blood Stalker can move up to its speed as a bonus action.
Natural Stealth. The Blood Stalker can turn invisible as an action. If it does so, it becomes completely noiseless until it moves up to its maximum speed in one turn or makes an attack. This creature can also Hide as a bonus action if it is in dim light or darkness.
Blood Mist. The Blood Stalker deals 6d6 points of poison damage to any creature that starts or ends its turn within 10 feet of this creature.
Blood Frenzy. The Blood Stalker has advantage on attack rolls against creatures that have less than half their hit points left.
Blood Healing. The Blood Stalker heals 15 points at the start of its turn, provided that it has not been hit with a radiant damage attack within the last round.
Multiattack. The Blood Stalker makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target grappled by it. Hit: 62 (10d10 + 7) slashing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 34 (5d10 + 7) slashing damage.
Bite. The Blood Stalker makes a Bite attack against a creature that has moved into or out of its range (5 ft.).
Claw. The Blood Stalker makes a Claw attack against a creature that has moved into or out of its range (5 ft.).
Description
The Blood Stalker looks like a mass of formless shadows shrouded by glistening red mist. The creature has two glowing yellow eyes and fangs built for ripping and tearing. The Blood Stalker was created when someone cast a spell at the Living Shadow. It uses the magical energy of the spell to track the person who cast it.
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