Medium Humanoid (Elf), Chaotic Neutral
Armor Class 16 (half plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Climb 35 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +7, WIS +6
Skills Acrobatics +4, Insight +6, Perception +6
Damage Vulnerabilities Radiant
Damage Resistances Cold, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Curse of Binding (1/Day). As a bonus action, the blood hunter 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. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Silvered Weapons. All of the hunter's weapons are silvered.

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

Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects.

Hunter of Ghouls. The vampire hunter has advantage on attacks against undead creatures.

Actions

Multiattack. The blood hunter attacks twice with its sunbolt.

Sunbolt Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 16 (3d6 + 6) radiant damage plus 6 (2d6) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., three targets. Hit: 6 (1d10 + 1) piercing damage.

Dagger. Melee or Ranged Weapon Attack:  +6 to hit, reach 5ft. or range 30/90 ft., one target. Hit: 7 (1d4+6) piercing damage plus 10 (1d8+6) radiant damage.

Legendary Actions

The hunter can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The hunter regains spent legendary actions at the start of its turn. 

Teleport (Costs 2 Actions). The blood hunter magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Sunbolt. The hunter uses his sunbolt attack.

Healing Light (Costs 2 Actions). If the blood hunter damaged an undead creature with its sunbolt on its last turn it can use a legendary action to heal 12 (4d6) hit points.

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