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Explorer's Guide to Wildemount (5e)

Blood Hunter CR: 5

Small to Medium humanoid, any alignment
Armor Class: 16 (Half Plate)
Hit Points: 65 (10d8 + 20) 10d8+20
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

15 +2

INT

9 -1

WIS

16 +3

CHA

11 +0

Saving Throws: Strength +7, Wisdom +6
Skills: Acrobatics +4, Insight +6, Perception +6
Senses: Darkvision 60', Passive Perception 16
Languages: Common
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

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


Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.

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

Actions

Multiattack. The blood hunter 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: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Bonus Actions

Blood Curse of Binding (1/Day). 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.

Suggested Environments

Any Climate; Any Terrain


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