Enchanted by the process of mutating their bodies in their hunter's bane ritual, some blood hunters seek out new methods of mutating their bodies to suit their needs, side effects be damned.

Other Mutations

The blood hunter in this statblock has mutated its body in three ways: first, it increased its maximum strength, but reduced its dexterity in the process. Second, it gave itself the ability to regenerate at the cost of its top movement speed. Finally, it allowed itself to ignore being grappled, paralyzed, or restrained, and it chose to ignore any side effects of this mutation using its strange metabolism.

The simplest way to change your blood hunter's mutations is to change its speed to 30 ft., remove its reconstruction trait, and choose one of the following options to replace it. Using these alternatives may affect the difficulty of the blood hunter.

Mutation Effect Side Effect Aether Speed 30 ft., fly 20 ft. Aether Drain. The blood hunter has disadvantage on ability checks using Strength or Dexterity. Cruelty Multiattack. The blood hunter makes three attacks with its rite weapon. Cruel Punishment. The blood hunter has disadvantage on saving throws. Nighteye Senses darkvision 60 ft., passive Perception 12 Sunlight Sensitivity. While in sunlight, the blood hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Rapidity Speed. 45 ft. Weak Points. Attacks made against the blood hunter score a critical hit on a roll of 19 or 20.

Since the mutant blood hunter concocts slurries to mutate its body, rather than the mutations being innate, the blood hunter might have one or more of these mutations on its person as potions that can be drunk by other creatures. Refer to the blood hunter class mutagens for examples of how these potions might affect a creature.

The rules for potions you pick up from a defeated mutant blood hunter might be different to those in the class feature to make for more interesting rewards. A creature must be a humanoid of size Small or Medium to be affected by such a potion. The creature both benefits from the effects and suffers from the side effects. The effects and side effects last for 1 minute and are considered to be nonmagical. A creature can discover the effects and side effects of such a potion given one hour of study and a successful DC 20 Intelligence (Alchemist's Tools) or Intelligence (Medicine) check.

Allies fighting alongside the mutant blood hunter might also have some of the mutations active during a fight.