Blood Tracker

Large monstrosity, lawful evil

Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 6 (–2) 16 (+3) 7 (–2)

Skills Perception +6, Survival +6
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages understands one language but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Blood Master. The blood tracker can be bound to one other evil creature, a master, by eating the master’s blood for 13 days. While the master is within 100 ft. of the blood tracker, the two can communicate telepathically. As an action, provided the blood tracker is within 300 f t. of the master, the master can use the tracker’s senses until the start of the master’s next turn. The master can’t use its own senses during this time.
  • Blood Tracker. The blood tracker has advantage on Wisdom checks to track living creatures. If such a creature has lost any hit points, magic can’t prevent the blood tracker from tracking the creature.
  • Keen Hearing and Smell. The blood tracker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

  • Multiattack. The blood tracker makes one bite attack and uses blood bay.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone.
  • Blood Bay. The blood tracker chooses one creature it can sense within 60 feet of it. That creature must make a DC 13 Wisdom saving throw with disadvantage if the creature is not at full hit points. On a failure, the creature takes 13 (3d8) thunder damage, or 19 (3d12) thunder damage if not at full hit points, and it becomes frightened until the end of the blood tracker’s next turn. While frightened in this way, the creature’s speed drops to 0.

ABOUT

Tainted Blood. Vampires and blood mages can feed hunting dogs necromantically tainted blood and meat to create monstrous blood trackers. A blood tracker changes from a normal canine into a large and growth-ridden monster, its nose transformed into a star-shaped appendage, like that of a mole. The diet turns the dog into a murderous monster.

Blood Bound. Those who create and raise blood trackers can feed the creatures their blood. In doing so, a bond forms like the bond between a mage and a familiar. Only one creature can bind a blood tracker in this way.

  • DC 15 Intelligence (Nature): A blood tracker was once a normal dog, but a vampire or other being adept in blood magic altered it.
  • DC 15 Intelligence (Arcana): Blood trackers are supernaturally gifted trackers. One might share a telepathic bond with the monster that created and trained it. The blood tracker’s bite saps life force, and its bay rattles the innards and the senses.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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