Medium Humanoid (Halfling), Chaotic Neutral
Armor Class 18 Magic Armor
Hit Points 200 (15d8 + 123)
Speed 35 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
11 (+0)
Skills Insight +6, Intimidation +4, Survival +6
Senses Passive Perception 13
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blood Oath. Has advantage on any abilities to sleep/charm/confuse/frighten 

Hidden Helper. At the beginning of his turn, Ricky will either heal him for 5d4+4 or give him advantage on his first attack. 

Blood Curse of Binding. As a bonus action, Bepiscan attempt to bind a creature he can see within 30 feet that is no more than one size larger than him. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of Bepis's next turn. This ability resets after a short rest.

Blood Curse of the Muddled Mind. As a bonus action, Bepis curses a creature that he can see within 30 feet that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of his next turn. 

Master's Medallion. Bepis can activate the red medallion at his neck once to reflect a spell back at its' caster. Any saves are based on their spellcasting stats. 

Spellcasting. Mirror Image Misty Step 2 spell slots 

Actions

Multiattack. The blood hunter makes two attacks with its rite weapon.

Rite Scythe. Melee Weapon Attack: +7 to hit, reach 5 ., one target. Hit: 14 (2d8 + 5) slashing damage plus 8 (2d8) fire damage. If the damage reduces a creature to 0 hit points, the blood hunter regains 9 (2d8) hit points. This is a magic weapon.

Eldritch Blast. Ranged Magic Attack. +7 to hit. Range 60 feet. One target. Hit: 17 (3d10) force damage.

On hit, Bepis can brand a player. When branded players attack him or his allies, they take 3 psychic damage.  Branded players can't dash, and if they try to leave the plane with any spell they take 4d6 psychic damage. 

Legendary Actions

At the end of the first round of combat, a small red hand appears from within Bepis' shirt and casts Faerie Fire on the closest player with a save of 17. 

At the end of the second round of combat, Bepis can brandish his Xantha guild signet ring and if there are any Xantha guild members within a mile they will be alerted to the danger and try to come and help. 

At the end of the third round of combat, the hand inside his shirt will cast Wall of Fire at 6th level. 

At the end of the fourth round of combat, if Bepis is at less than half life he will use his Xantha signet ring to teleport himself and Ricky to the Xantha hideout. 

Description

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greggyPAW

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