Blood Hunter
Medium humanoid (any race), any alignment
Armor Class
16 (half plate)
Hit Points
65 (10d8 + 20)
Speed
30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 60 ft., passive Perception 16
Saving Throws
Str +7, Wis +6
Skills
Acrobatics +4, Insight +6, Perception +6
Languages
any one language (usually Common)
Challenge
5 (1,800 XP)
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.
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.
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.