Medium Humanoid (Human), Neutral
Armor Class 14
Hit Points 68 (8d10 + 16)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +5, DEX +7
Skills Athletics +5, Nature +4, Perception +5, Stealth +7, Survival +5
Senses Passive Perception 15
Languages Common Themysceran
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Defensive Tactics: Multiattack Defense. When a creature hits Atalanta with an attack, she gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Favored Enemy. Atalanta has advantage on Wisdom (Survival) checks to track beasts and monsters, as well as on Intelligence checks to recall information about them.

Hunter’s Prey: Colossus Slayer (1d8, 1/turn). When the Atalanta hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

Natural Explorer. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Forest & Grassland. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Land’s Stride. Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Primeval Awareness. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spellcasting. Atalanta is a 4th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 13; +5 to hit with spell attacks). She knows the following spells from the ranger’s spell list:
1st-level (4 slots): detect poison and disease, jump, longstrider
2nd-level (3 slots): darkvision, pass without trace

Superb Aim. Atalanta ignores half cover and three-quarters cover when making a ranged weapon attack, and she doesn’t have disadvantage when attacking at long range. When Atalanta makes her first ranged weapon attack in a turn, she can choose to take a –5 penalty to her ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Actions

Extra Attack. Atalanta attacks twice when she takes the Attack action.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Jyuro

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