Blood Hunter

(Explorer's Guide to Wildemount)

Medium humanoid (any race), Any alignment

Armor Class16 (half plate armor)
Hit Points65 (10d8 + 20)
Speed30 ft.
STRDEXCONINTWISCHA
18 (+4) 12 (+1) 15 (+2) 9 (-1) 16 (+3) 11 (+0)
Saving ThrowsStr +7, Wis +6
SkillsAcrobatics +4, Insight +6, Perception +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 16
Languagesany one language (usually Common)
Challenge5

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.

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 Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Heavy Crossbow.

Ranged Attack Roll: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Innate Spellcasting (1/Day)

The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.

At will: hex