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Blood Hound

Medium , neutral evil
Armor Class: 12
Hit Points: 27
Speed: 20ft Fly: 60ft

STR

13 +1

DEX

20 +5

CON

13 +1

INT

5 -3

WIS

14 +2

CHA

10 +0

Damage Resistances: Necrotic
Senses: 60ft. Blind Sight

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.)

Actions

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.

Soaring above the Bleeding Legion, a creature nicknamed “Harkins Hounds of the Sky”, the Blood Hound is a fierce medium sized Aberration, with not only an insatiable appetite for blood, which the quench by exsanguinating its victim with its many syringe like tongues and and anti-coagulating venom within its stinger like tail. Additionally, it has an uncanny ability to “sense” nearby sources and if it is living or not. It is due to its these traits, and it’s unparalleled aggression, that Harkin has developed a fondness for them; and has an almost supernatural control over them. Despite this however, Blood Hounds remain untamed, and are in truth simply a highly specialized animal of the torrential blood rain that surrounds Harkin; simply choosing to stay near Harkins army to pick off anyone foolish enough to flee, or even flying ahead to the border of the rain to lay siege on whatever enters the rain.

Suggested Environments

Weaving in and around Harkins blood clouds/rain.

They do best in swarms.


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