Sure-footed. The bounty hunter has advantage on saving throws against being charmed, frightened, grappled, restrained, and unconscious
Flyer. If the bounty hunter has a jetpack or other means of flying, it gains a flying speed of 30 feet.
Lucky (3/day). The bounty hunter can reroll a saving throw. It must use the new roll.
Perfect Shot (1/turn). The bounty hunter can give itself advantage on one ranged attack.
Assassinate (1/turn). The bounty hunter does an extra 14 (4d6) damage if it has advantage on the attack.
Multiattack. The bounty hunter makes two attacks.
Hunting Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Antimatter Rifle. Ranged Weapon Attack: +6 to hit, range 50/400 ft., one target. Hit: 16 (3d8 + 3) necrotic damage.
Parry. The Bounty Hunter adds 3 to its AC until the end of its next turn.
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