Barbarian
Base Class: Barbarian

To be chased, to commune with that which is greater than you, and to revel in the sheer terror of the hunt: these are the ways of the Deathbound. Barbarians who walk this path are relentlessly pursued by a potent, otherworldly entity known as a Stalker. Much like a Warlock bound to a Patron, you are bound to your Stalker—but this is no willing pact of service. This is an endless, agonizing game of cat-and-mouse.

By allowing this entity to hunt you, you deliberately draw its devastating power onto the battlefield, weaponizing its collateral damage against your enemies. Those who survive this endless pursuit become hardy, traumatized warriors, capable of surviving the greatest horrors of the world simply because they are already surviving worse.

Mechanical framework and original balancing adapted from "Advanced Kinks & Cantrips" by T.S. Michaels and team. Thematic conversion, dark fantasy adaptation, and class redesign by Hellkaiser027. Based off Path of the Willing Prey Barbarian. These books have an amazing foundation and very solid grasp on DnD mechanics and I just wanted to make them more accessible for traditional style games. Also inspired by Death from Puss in Boots: The Last Wish, horror films, and Dead By Daylight. 


The Toll of the Hunt (Core Mechanic)

The psychological and physical toll of being hunted is represented by three pools of points: Adrenaline, Trauma, and Dread. Various features and Stalker abilities will cause you to gain or lose these points.

  • Maximum Thresholds: Your maximum capacity for both Adrenaline and Trauma is equal to half your Constitution score (rounded down). Dread has a hard maximum of 10.

  • Fading Sensation: You lose 1 point of Adrenaline, Trauma, or Dread for each minute you do not gain or lose points of that type. The final point in any pool requires 1 hour of rest to fade.

Overload Thresholds

If you ever gain Adrenaline or Trauma exceeding your maximum, you must immediately make a DC 15 Constitution saving throw. Each time you succeed on this save, the DC increases by 1 until you spend 1 minute without gaining points. Any excess points are lost after the save is resolved.

  • Adrenaline Overload (Failed Save): You are Stunned until the end of your next turn and lose half your Adrenaline. If you are already Stunned, you suffer Broken Resolve (You are Incapacitated, your Speed is 0, and you automatically fail Intelligence, Wisdom, and Charisma saving throws against your Stalker).

  • Trauma Overload (Failed Save): You make all ability checks and attack rolls with Disadvantage until the end of your next turn. You also suffer a cumulative -1 penalty to your Wisdom and Charisma scores (minimum 1). This score penalty resets after 1 minute of taking no Trauma.

The Weight of Dread

Dread actively hinders your will to survive. You suffer cumulative penalties based on your current Dread total:

  • 2 Dread: -1 to Wisdom and Charisma ability checks and saving throws.

  • 4 Dread: -2 to Wisdom and Charisma ability checks and saving throws.

  • 6 Dread: -3 to Wisdom and Charisma checks/saves, -1 to Proficiency Bonus.

  • 8 Dread: -4 to Wisdom and Charisma checks/saves, -2 to Proficiency Bonus.

  • 10 Dread: -5 to Wisdom and Charisma checks/saves, -3 to Proficiency Bonus (Cannot reduce PB below +0).

The Apex Stalker

3rd-level Path of the Deathbound feature

You are hunted relentlessly by a seemingly unstoppable entity. Choose a Stalker from the options available (such as The Death Wolf or The Swarm). Your Stalker lurks in the world, always hunting you. It possesses its own stat block. Where a bonus refers to "PB," it refers to your Proficiency Bonus, allowing the Stalker to scale in power alongside you.

Your Stalker cannot make Opportunity Attacks unless an ability allows it. When your Stalker attacks you, you may choose to be automatically hit. If your Stalker is reduced to 0 Hit Points, it does not die; it retreats to recover for 1 hour, during which it cannot be summoned.

Blood Scent

3rd-level Path of the Deathbound feature

Your Stalker has a knack for finding you at the worst possible moments. When you roll Initiative, if the unmodified d20 roll is between 11 and 20, your Stalker joins the combat.

Your Stalker acts on an Initiative step immediately preceding yours. It spends its turn using its movement to get as close to you as possible before using its (Combat) tagged action targeting you. If it cannot target you, it takes the Dodge action. If you are reduced to 0 Hit Points, or the combat ends, the Stalker leaves.

Additionally, once per Long Rest, you may choose to automatically succeed or fail this appearance check before rolling.

Survivor's Respite

3rd-level Path of the Deathbound feature

Surviving the hunt fortifies your body. When your Stalker leaves the battlefield (for any reason other than you being reduced to 0 Hit Points), you may immediately expend a number of Hit Dice up to half your Proficiency Bonus. For each Hit Die spent, do not roll; instead, take the maximum die value, add your Constitution modifier, and regain that many Hit Points.

Paranoid Vigil

6th-level Path of the Deathbound feature

You are most vulnerable while resting. When you begin a Short or Long Rest, roll a d20. On a result equal to or lower than your Barbarian level, your Stalker finds you and torments you for the duration of the rest, using its unique Rest Abilities on you.

When you complete a rest interrupted this way, you must make a DC 10 Constitution check (your current Exhaustion level does not apply to this check). On a failure, you gain 1 level of Exhaustion. If you already have 2 or more levels of Exhaustion, the Stalker respects your physical limits and does not appear during your rest.

Vigorous Aggressor

10th-level Path of the Deathbound feature

Your Stalker recognizes your growing strength and unleashes more of its own. During combat, the Stalker may use its (Recharge) action, always targeting you with it instead of its normal (Combat) action. It rolls a d6 at the start of its turns to recharge this ability. The Stalker prioritizes this action above all others and always begins combat with it uncharged.

Unpredictable Pursuit

14th-level Path of the Deathbound feature

The nature of your hunt becomes entirely chaotic. At the end of a Long Rest, roll a d8 to determine the Stalker's mindset for the day, granting it unique behavioral buffs or altering its target priorities (Determined by the DM based on the Stalker's specific tables).

Stalker Stat Blocks

The Death Wolf (The Primal Battering Ram)

A relentless, apex predator that thrives on momentum and raw terror. The Death Wolf leaps across the battlefield, scattering formations and shattering defenses with explosive burst damage. Choose this Stalker if you want a highly mobile, aggressive threat that forces you to constantly stay on the move, acting as a devastating, chaotic missile you can guide into clustered groups of enemies.

Monstrosity, Unaligned

  • Armor Class: 12 + PB (Natural Armor)

  • Hit Points: 15 + (10 x Barbarian Level)

  • Speed: Your Speed + 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 8 (-1)
  • Saving Throws: Str +3 + PB, Dex +2 + PB

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

  • Condition Immunities: Exhaustion, Frightened, Paralyzed, Stunned.

Sovereign's Dominion: When the Stalker damages a creature with the Prone condition, the target gains 1 Adrenaline. You do not provoke Opportunity Attacks while your Stalker is present.

Limited Magic Resistance: The Stalker has Advantage on saving throws against spells caused by creatures within 15 feet of it.

Actions

Multiattack (Combat). The Stalker makes a number of Tackling Charge attacks equal to half its PB (rounded up).

Tackling Charge (Combat). Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target (you). Hit: 1d6 + 4 + PB bludgeoning damage. If the Stalker moved at least 15 feet before hitting, the target and all creatures within 5 feet of it must make a Strength saving throw (DC 11 + PB) or be knocked Prone.

Ferocious Assault (Recharge 5-6). The Stalker leaps up to 60 feet toward you. If it lands within 5 feet of you, you must make a Strength saving throw (DC 11 + PB). Failure: You take 3d6+3 slashing damage, gain 2 Adrenaline and 1 Trauma, and all creatures within 15 feet of you become Frightened of the Stalker until the end of its next turn. Success: You take half damage, gain 1 Adrenaline, and choose which creatures are Frightened (those creatures are also Frightened of you).

Bonus Actions

Ravage (Combat). All Prone creatures within 10 feet must make a Constitution saving throw (DC 11 + PB). Failure: 2d10 + 4 bludgeoning damage. Success: Half damage.

The Swarm (The Claustrophobic Tide)

A shifting, endless mass of reaching hands and hollow eyes. The Swarm does not rely on brute force; it slowly floods the environment, dragging you down and suffocating movement. Choose this Stalker if you want to turn the battlefield into a choked, hazardous labyrinth, utilizing its countless minions as area-denial tools to trap enemy forces in dangerous chokepoints.

Humanoid Swarm, Unaligned

  • Armor Class: 12 + PB (Leather Armor)

  • Hit Points: 9 + (6 x Barbarian Level)

  • Speed: Your Speed + 5 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Hands Everywhere: At the end of its turn, the Swarm can summon 2 Minions within 120 feet of it (no closer than 60 feet away). Minions have 1 HP, 10 AC, and are immune to all conditions. Creatures can move through Minions as Difficult Terrain. When Grappled by the Swarm or its Minions, your Speed is halved for each one grappling you.

Bolstered by Use: While within 5 feet of a Minion, you may spend 1 Adrenaline when making an attack, ability check, or save to gain Advantage on the roll.

Actions

Multiattack (Combat). The Swarm makes a number of Frenetic Grab attacks equal to your PB. Each Minion may only be the source of this attack once per turn.

Frenetic Grab (Combat). Melee Weapon Attack: Your attack modifier to hit, reach 5 ft., one target (you). Hit: You become Grappled. Regardless of whether it hits, you gain 1 Adrenaline.

Ganged Up On (Recharge 5-6). The Swarm summons 2 Minions, then it and a number of Minions equal to your PB move up to 60 feet toward you without provoking Opportunity Attacks. You must make a Constitution saving throw (DC 10 + PB + number of adjacent Minions/Swarm). Failure: You gain Adrenaline equal to your PB, fall Prone, and are Grappled by all adjacent Minions/Swarm. Success: You gain 1 Adrenaline for each adjacent Minion/Swarm (maximum equal to PB).

Reactions

Seizing Snatch. When a creature provokes an Opportunity Attack from the Swarm or a Minion, the creature must make a Dexterity save (DC 10 + PB) or become Grappled.

The Executioner (The Inevitable Cleave)

A towering, rusted juggernaut dragging a rusted weapon too massive for any mortal to lift. Its approach is agonizingly slow, but its sweeping, heavy strikes carve through anything—or anyone—caught in its path. Choose this Stalker to orchestrate a creeping, inevitable dread, forcing you to play a dangerous game of kiting to perfectly line up your enemies for its room-clearing collateral damage.

The Executioner (Primal Stalker) Monstrosity, Unaligned

  • Armor Class: 14 + PB (Heavy Plating)

  • Hit Points: 20 + (12 x Barbarian Level)

  • Speed: 20 ft.

  • STR: 20 (+5) | DEX: 8 (-1) | CON: 18 (+4) | INT: 6 (-2) | WIS: 10 (+0) | CHA: 8 (-1)

  • Saving Throws: Str +4 + PB, Con +3 + PB

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

  • Condition Immunities: Exhaustion, Frightened, Paralyzed, Stunned, Prone.

  • Sovereign's Dominion: When the Stalker damages a creature, that target's Speed is reduced by 10 feet until the end of its next turn as a creeping dread sets in. You do not provoke Opportunity Attacks while your Stalker is present.

  • Unstoppable Mass: The Executioner can move through the space of any creature size Large or smaller. If it ends its turn in another creature's space, that creature is pushed 5 feet into an unoccupied space.

Actions

  • Multiattack (Combat): The Stalker makes two Dragging Cleave attacks.

  • Dragging Cleave (Combat): The Executioner drags its massive weapon in a 15-foot cone originating from itself, aimed in your direction. You, and all creatures within that cone, must make a Dexterity saving throw (DC 12 + PB). Failure: 2d8 + 5 + PB slashing damage, and the creature is pushed 10 feet away. Success: Half damage and no push.

  • Guillotine Drop (Recharge 5-6): The Executioner targets you with a devastating overhead strike. You, and any creature within 5 feet of you, must make a Strength saving throw (DC 12 + PB). Failure: 4d10 + 5 bludgeoning damage, you gain 2 Adrenaline, and are knocked Prone. Success: Half damage, you gain 1 Adrenaline, and are not knocked Prone.

    The Anomaly (The Reality Warper)

    A hovering, bio-mechanical nightmare of impossible geometry and weeping flesh that distorts the fabric of reality itself. The Anomaly attacks the mind and warps local gravity, shutting down projectiles and halting movement. Choose this Stalker for absolute environmental control, utilizing its psychic static and crushing gravity wells to completely shut down enemy archers and trap fast-moving bosses.

    The Anomaly (Eldritch Stalker) Aberration, Unaligned

    • Armor Class: 13 + PB (Spatial Distortion)

    • Hit Points: 12 + (8 x Barbarian Level)

    • Speed: 0 ft., Fly 30 ft. (Hover)

    • STR: 10 (+0) | DEX: 16 (+3) | CON: 14 (+2) | INT: 18 (+4) | WIS: 14 (+2) | CHA: 10 (+0)

    • Saving Throws: Int +3 + PB, Wis +2 + PB

    • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

    • Condition Immunities: Exhaustion, Frightened, Grappled, Restrained, Prone.

    • Sovereign's Dominion: When a creature starts its turn within 10 feet of the Anomaly, it must spend 1 extra foot of movement for every foot it moves. You do not provoke Opportunity Attacks while your Stalker is present.

    • Incorporeal Shift: The Anomaly can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

    Actions

    • Multi-attack (Combat): The Stalker makes a number of Neural Spike attacks equal to half its PB (rounded up).

    • Neural Spike (Combat): Ranged Spell Attack: +4 + PB to hit, range 60 ft., one target (you). Hit: 1d8 + 4 + PB psychic damage. If this attack hits, all creatures within 5 feet of you must succeed on an Intelligence saving throw (DC 11 + PB) or become Deafened until the end of their next turn.

    • Gravimetric Collapse (Recharge 5-6): The Anomaly projects a 20-foot-radius sphere of crushing gravity centered on you. The sphere remains until the start of the Anomaly's next turn. You, and all creatures within the sphere, must make a Constitution saving throw (DC 11 + PB). Failure: 3d6 force damage, the creature's Speed drops to 0, and you gain 1 Dread. Success: Half damage, Speed is not reduced, and you gain 1 Adrenaline. Ranged weapon attacks that pass through this sphere automatically miss.

The Apex Stalker

You are hunted relentlessly by a seemingly unstoppable entity. Choose a Stalker from the options available (such as The Death Wolf or The Swarm). Your Stalker lurks in the world, always hunting you. It possesses its own stat block. Where a bonus refers to "PB," it refers to your Proficiency Bonus, allowing the Stalker to scale in power alongside you. Your Stalker cannot make Opportunity Attacks unless an ability allows it. When your Stalker attacks you, you may choose to be automatically hit. If your Stalker is reduced to 0 Hit Points, it does not die; it retreats to recover for 1 hour, during which it cannot be summoned.

The Anomaly

The Anomaly (Eldritch Stalker) Aberration, Unaligned

  • Armor Class: 13 + PB (Spatial Distortion)

  • Hit Points: 12 + (8 x Barbarian Level)

  • Speed: 0 ft., Fly 30 ft. (Hover)

  • STR: 10 (+0) | DEX: 16 (+3) | CON: 14 (+2) | INT: 18 (+4) | WIS: 14 (+2) | CHA: 10 (+0)

  • Saving Throws: Int +3 + PB, Wis +2 + PB

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

  • Condition Immunities: Exhaustion, Frightened, Grappled, Restrained, Prone.

  • Sovereign's Dominion: When a creature starts its turn within 10 feet of the Anomaly, it must spend 1 extra foot of movement for every foot it moves. You do not provoke Opportunity Attacks while your Stalker is present.

  • Incorporeal Shift: The Anomaly can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Actions

  • Multi-attack (Combat): The Stalker makes a number of Neural Spike attacks equal to half its PB (rounded up).

  • Neural Spike (Combat): Ranged Spell Attack: +4 + PB to hit, range 60 ft., one target (you). Hit: 1d8 + 4 + PB psychic damage. If this attack hits, all creatures within 5 feet of you must succeed on an Intelligence saving throw (DC 11 + PB) or become Deafened until the end of their next turn.

  • Gravimetric Collapse (Recharge 5-6): The Anomaly projects a 20-foot-radius sphere of crushing gravity centered on you. The sphere remains until the start of the Anomaly's next turn. You, and all creatures within the sphere, must make a Constitution saving throw (DC 11 + PB). Failure: 3d6 force damage, the creature's Speed drops to 0, and you gain 1 Dread. Success: Half damage, Speed is not reduced, and you gain 1 Adrenaline. Ranged weapon attacks that pass through this sphere automatically miss.

The Death Wolf

Monstrosity, Unaligned

  • Armor Class: 12 + PB (Natural Armor)

  • Hit Points: 15 + (10 x Barbarian Level)

  • Speed: Your Speed + 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 8 (-1)
  • Saving Throws: Str +3 + PB, Dex +2 + PB

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

  • Condition Immunities: Exhaustion, Frightened, Paralyzed, Stunned.

Sovereign's Dominion: When the Stalker damages a creature with the Prone condition, the target gains 1 Adrenaline. You do not provoke Opportunity Attacks while your Stalker is present.

Limited Magic Resistance: The Stalker has Advantage on saving throws against spells caused by creatures within 15 feet of it.

Actions

Multiattack (Combat). The Stalker makes a number of Tackling Charge attacks equal to half its PB (rounded up).

Tackling Charge (Combat). Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target (you). Hit: 1d6 + 4 + PB bludgeoning damage. If the Stalker moved at least 15 feet before hitting, the target and all creatures within 5 feet of it must make a Strength saving throw (DC 11 + PB) or be knocked Prone.

Ferocious Assault (Recharge 5-6). The Stalker leaps up to 60 feet toward you. If it lands within 5 feet of you, you must make a Strength saving throw (DC 11 + PB). Failure: You take 3d6+3 slashing damage, gain 2 Adrenaline and 1 Trauma, and all creatures within 15 feet of you become Frightened of the Stalker until the end of its next turn. Success: You take half damage, gain 1 Adrenaline, and choose which creatures are Frightened (those creatures are also Frightened of you).

Bonus Actions

Ravage (Combat). All Prone creatures within 10 feet must make a Constitution saving throw (DC 11 + PB). Failure: 2d10 + 4 bludgeoning damage. Success: Half damage.

The Executioner

The Executioner (Primal Stalker) Monstrosity, Unaligned

  • Armor Class: 14 + PB (Heavy Plating)

  • Hit Points: 20 + (12 x Barbarian Level)

  • Speed: 20 ft.

  • STR: 20 (+5) | DEX: 8 (-1) | CON: 18 (+4) | INT: 6 (-2) | WIS: 10 (+0) | CHA: 8 (-1)

  • Saving Throws: Str +4 + PB, Con +3 + PB

  • Damage Resistances: Bludgeoning, Piercing, and Slashing from sources other than you.

  • Condition Immunities: Exhaustion, Frightened, Paralyzed, Stunned, Prone.

  • Sovereign's Dominion: When the Stalker damages a creature, that target's Speed is reduced by 10 feet until the end of its next turn as a creeping dread sets in. You do not provoke Opportunity Attacks while your Stalker is present.

  • Unstoppable Mass: The Executioner can move through the space of any creature size Large or smaller. If it ends its turn in another creature's space, that creature is pushed 5 feet into an unoccupied space.

Actions

  • Multiattack (Combat): The Stalker makes two Dragging Cleave attacks.

  • Dragging Cleave (Combat): The Executioner drags its massive weapon in a 15-foot cone originating from itself, aimed in your direction. You, and all creatures within that cone, must make a Dexterity saving throw (DC 12 + PB). Failure: 2d8 + 5 + PB slashing damage, and the creature is pushed 10 feet away. Success: Half damage and no push.

  • Guillotine Drop (Recharge 5-6): The Executioner targets you with a devastating overhead strike. You, and any creature within 5 feet of you, must make a Strength saving throw (DC 12 + PB). Failure: 4d10 + 5 bludgeoning damage, you gain 2 Adrenaline, and are knocked Prone. Success: Half damage, you gain 1 Adrenaline, and are not knocked Prone.

The Swarm

Humanoid Swarm, Unaligned

  • Armor Class: 12 + PB (Leather Armor)

  • Hit Points: 9 + (6 x Barbarian Level)

  • Speed: Your Speed + 5 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Hands Everywhere: At the end of its turn, the Swarm can summon 2 Minions within 120 feet of it (no closer than 60 feet away). Minions have 1 HP, 10 AC, and are immune to all conditions. Creatures can move through Minions as Difficult Terrain. When Grappled by the Swarm or its Minions, your Speed is halved for each one grappling you.

Bolstered by Use: While within 5 feet of a Minion, you may spend 1 Adrenaline when making an attack, ability check, or save to gain Advantage on the roll.

Actions

Multiattack (Combat). The Swarm makes a number of Frenetic Grab attacks equal to your PB. Each Minion may only be the source of this attack once per turn.

Frenetic Grab (Combat). Melee Weapon Attack: Your attack modifier to hit, reach 5 ft., one target (you). Hit: You become Grappled. Regardless of whether it hits, you gain 1 Adrenaline.

Ganged Up On (Recharge 5-6). The Swarm summons 2 Minions, then it and a number of Minions equal to your PB move up to 60 feet toward you without provoking Opportunity Attacks. You must make a Constitution saving throw (DC 10 + PB + number of adjacent Minions/Swarm). Failure: You gain Adrenaline equal to your PB, fall Prone, and are Grappled by all adjacent Minions/Swarm. Success: You gain 1 Adrenaline for each adjacent Minion/Swarm (maximum equal to PB).

Reactions

Seizing Snatch. When a creature provokes an Opportunity Attack from the Swarm or a Minion, the creature must make a Dexterity save (DC 10 + PB) or become Grappled.

Blood Scent

Your Stalker has a knack for finding you at the worst possible moments. When you roll Initiative, if the unmodified d20 roll is between 11 and 20, your Stalker joins the combat. Your Stalker acts on an Initiative step immediately preceding yours. It spends its turn using its movement to get as close to you as possible before using its (Combat) tagged action targeting you. If it cannot target you, it takes the Dodge action. If you are reduced to 0 Hit Points, or the combat ends, the Stalker leaves. Additionally, once per Long Rest, you may choose to automatically succeed or fail this appearance check before rolling.

Survivor's Respite

Surviving the hunt fortifies your body. When your Stalker leaves the battlefield (for any reason other than you being reduced to 0 Hit Points), you may immediately expend a number of Hit Dice up to half your Proficiency Bonus. For each Hit Die spent, do not roll; instead, take the maximum die value, add your Constitution modifier, and regain that many Hit Points.

Paranoid Vigil

You are most vulnerable while resting. When you begin a Short or Long Rest, roll a d20. On a result equal to or lower than your Barbarian level, your Stalker finds you and torments you for the duration of the rest, using its unique Rest Abilities on you. When you complete a rest interrupted this way, you must make a DC 10 Constitution check (your current Exhaustion level does not apply to this check). On a failure, you gain 1 level of Exhaustion. If you already have 2 or more levels of Exhaustion, the Stalker respects your physical limits and does not appear during your rest.

Vigorous Aggressor

Your Stalker recognizes your growing strength and unleashes more of its own. During combat, the Stalker may use its (Recharge) action, always targeting you with it instead of its normal (Combat) action. It rolls a d6 at the start of its turns to recharge this ability. The Stalker prioritizes this action above all others and always begins combat with it uncharged.

Unpredictable Pursuit

The nature of your hunt becomes entirely chaotic. At the end of a Long Rest, roll a d8 to determine the Stalker's mindset for the day, granting it unique behavioral buffs or altering its target priorities as determined by the DM based on the Stalker's specific tables.

Previous Versions

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