Aggressive. The woodsman can move up to half its speed as a bonus action if it moves towards a hostile creature.
Charger. If the woodsman moves at least 10 feet before making an attack, when the attack hits the target must make a DC 14 Strength saving throw or be knocked prone.
Pursuit. After the woodsman makes an opportunity attack, it may move up to 30 feet towards the target without provoking opportunity attacks. If the woodsman ends this movement within 5 ft. of a creature, it may make a free bite attack against that creature.
Multiattack. The woodsman makes four axe attacks and one bite attack.
Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage. The woodsman then gains a number of temporary hit points equal to the damage dealt.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., 1 target. Hit: 7 (1d10 + 2) piercing damage.
Threatening Glare. After a creature the woodsman can see hits it with an attack, the woodsman may make a Charisma (intimidation) check contested by the attacking creature's Wisdom (insight) check. If the check succeeds, the target must immediately use its reaction to move its speed away from the woodsman and end its turn.
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