![[absence quest.webp|center|40]] # Ripper Blood >[!fig|blueprint left] A deeper, darker red than normal. If you hold it very close to the horn, it hums ever so faintly. >![[ripper jaw hound blood cover.webp]] >[!example|plate tray] [[Ripper Jaw Hound]] Blood. _(24/02/4361)_ >[!card|fieldnote] >#### <span class='absence2'>Analysis</span> > >Blood from a **Ripper Jaw Hound** (_Canis familiaris_ or _Canis lupus familiaris_ members of the family _Canidae_. They are classified as a subspecies of _Canis lupus_.) > >Rippers are quadruped and resemble dogs in their outward appearance. > >The Rippers are deep blue with gray pigment on their neck, maw, and hindlimbs. > >They have upwards of 8 eyes, three on each side, pointed ear-like structures on their heads, and a long tail. > >Blood seems to react poorly when in direct sunlight. ###### <p class='at-stat'>Properties</p> >[!grid] >>[!card|section] >>##### 🩸 >>##### Frigid Darkness >>You have <span class="immune">Immunity</span> to <span class="cold">Cold</span> damage. > >>[!card|section] >>##### 🩸 >>##### Shadow Blend >>While in [[dim-light-xphb\|Dim Light]] or [[Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]], you can use your [[bonus-action-xphb\|Bonus Action]] to become <span class="invisible">[[conditions#Invisible\|Invisible]]</span> along with anything you are wearing or carrying. >> >>The invisibility lasts until you use a [[bonus-action-xphb\|Bonus Action]] to end it, until you [[actions#Attack\|Attack]], when you are in [[bright-light-xphb\|Bright Light]], or are <span class="incapacitated">[[conditions#Incapacitated\|Incapacitated]]</span>. > >>[!card|section] >>##### 🩸 >>##### Sunlight Weakness >>While in [[bright-light-xphb\|Bright Light]] created by sunlight, you have <span class="disadv">Disadvantage</span> on [[attack-roll-xphb\|Attack Rolls]], [[ability-check-xphb\|Ability Checks]], and any <span class="save"></span>. > >>[!card|section] >>##### 🩸 >>##### Shadow Step >>###### Twice per [[long-rest-xphb\|Long Rest]] >>As a [[bonus-action-xphb\|Bonus Action]], while in [[dim-light-xphb\|Dim Light]]or [[Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]], you can magically teleport up to 60ft to an [[unoccupied-space-xphb\|Unoccupied Space]] that you can see and is in [[dim-light-xphb\|Dim Light]] or [[Mechanics/CLI/rules/variant-rules/darkness-xphb\|Darkness]]. >> >>You can bring one creature you are [[grappling-xphb\|Grappling]], teleporting that creature to an unoccupied space that you can see within 5ft of your destination. >> >>When you teleport, you leave behind a cloud of necrotic energy, forcing all creatures within 5ft of that location to make a <span class="save">Constitution</span> (DC 14). If failed, they take <span class="necrotic">5d12 Necrotic</span> damage. > >>[!card|section] >>##### 🩸 >>##### Terrifying Howl >>###### Once per [[long-rest-xphb\|Long Rest]] >>You howl. Any [[beast]] or [[humanoid]] within 150ft of you and able to hear the howl must succeed on a DC 12 <span class="save">Wisdom</span> or be <span class="frightened">[[conditions#Frightened\|Frightened]]</span> for 1 minute. >> >>A <span class="frightened">[[conditions#Frightened\|Frightened]]</span> target can repeat the <span class="save"></span> at the end of each of its turns, ending the effect on itself on a success. >> >>If a target's <span class="save"></span> is successful, or the effect ends for the target, the target is immune to *Terrifying Howl* for the next 24 hours.