The Flyby. The blood hound can fly out the reach of a creature
without provoking opportunity attacks.
Keen Smell. The blood hound has advantage on Perception checks relying on smell
Evasion. If the hound is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage while flying, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Blood Sense. The blood hound can pinpoint the location within 1 mile of it.
Blood Frenzy. If the Blood Hound takes the Attack
action against a creature below its hit point maximum, it can make an additional bite attack against that creature.
Blood Letting. While grappled by the Blood Hound, creatures cannot regain hitpoints. Any hitpoints recovered is redirected to the Blood Hound. If the
hound is at full hitpoints, the creatures takes necrotic damage equal to the amount healed.
Life Leech. While grappled by the hound, the target takes 7(2d6) necrotic damage at the start of
each
of its turns. The hound regains hitpoints equal to the amount of damage dealt.
Airborne Agility. If a creature moves within 10ft. of the hound, it can use its reaction to fiy up to half its movement speed away from or towards the creature. If flying, this does not provoke opportunity attack.
Any movement used this way will result in an equal number of movement speed taken away from the hound on its next turn. (I.e. if the Hound moves 30ft of flying distance as a reaction, then it will only have 30ft left on its turn.)
Bite. +4 to hit 5ft, one target. Hit. 4(1d6+5) piercing damage.
On a hit, the Blood Hound can Choose to use the tendrils within its mouth to drink the creatures blood while biting as a reaction. The creature makes a DC 13 Con save. On a fail the hound deals an additional 2d4 damage, and heals the same amount as the additional damage.
Air dive. +4 to hit, 5ft, one target. Hit., 8(2d4+2) bludgeoning damage. If a creature is hit by this attack, the Hound can choose to attempt a grapple to either fly away with the creature (if creature is medium or smaller), or hold it on the ground (escape DC 12).
Anticoagulating Sting. +4 to hit, 5ft, one target. Hit., 9 (1d8+5) piercing damage.
On a hit, the Hound can choose to inject the creature with an anticoagulant venom. Any creature subjected to this venom must make a DC 17 Con saving throw. On a fail, the Hound will deal double damage with any blood draining attack. This effect lasts 2 minutes, until the venom is treated, or until the Hound is killed (its blood is the cure). This effect does not stack
The Hound only has enough venom for a single attack, any attacks made with the Anticoagulating Sting afterwards will be dealt as normal damage.
Weaving in and around Harkins blood clouds/rain.
They do best in swarms.
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