Explorer's Guide to Wildemount (5e)
Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.
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.
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.
Blood Curse of Binding (1/Day). 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.
Any Climate; Any Terrain