b'Blood Tracker \n'b'  Large   monstrosity ,  lawful evil  \n'b'  Armor Class  14 (natural armor) \n'b' Hit Points  95 (10d10 + 40) \n'b' Speed  50 ft.\n'b' STATS STR: 19 (+4) DEX:  13 (+1)  CON:  18 (+4)  INT:  6 (\xe2\x80\x932)  WIS:  16 (+3)  CHA:  7 (\xe2\x80\x932)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Survival  +6 \n'b' Senses  blindsight 30 ft.,  darkvision  120 ft., passive  Perception  15 \n'b' Languages  understands one language but can\xe2\x80\x99t speak \n'b' Challenge  5 (1,800 XP) \n'b' Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Master . The blood tracker can be bound to one other evil creature, a master, by eating the master\xe2\x80\x99s 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\xe2\x80\x99s senses until the start of the master\xe2\x80\x99s next turn. The master can\xe2\x80\x99t use its own senses during this time. \n'b'  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\xe2\x80\x99t prevent the blood tracker from tracking the creature. \n'b'  Keen Hearing and Smell . The blood tracker has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood tracker makes one bite  attack  and uses blood bay. \n'b'  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 . \n'b'  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\xe2\x80\x99s next turn. While  frightened  in this way, the creature\xe2\x80\x99s speed drops to 0. \n'b'\n'b' ABOUT \n'b'  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. \n'b'  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. \n'b'\n'b'  DC 15  Intelligence  ( Nature ) : A blood tracker was once a normal dog, but a vampire or other being adept in blood magic altered it. \n'b'  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\xe2\x80\x99s bite saps life force, and its bay rattles the innards and the senses.'