Medium Humanoid (Human), Neutral Evil
Armor Class 15 Leather armor
Hit Points 20 (8d10 + 1)
Speed 30 ft.
STR
17 (+3)
DEX
19 (+4)
CON
12 (+1)
INT
9 (-1)
WIS
5 (-3)
CHA
14 (+2)
Saving Throws STR +6, DEX +7
Skills Stealth +7, Survival +0
Senses Darkvision, Passive Perception 7
Languages Abyssal, Common, Deep Speech, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Horde Breaker: Once on each of his turns when he makes a weapon attack, he can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of his weapon.

Favored enemy: He has advantage on survival checks to track beasts and humanoids , as well as on INT checks to recall information about them. 

Natural Explorer: In the forest and mountain areas his proficiency is doubled for proficient skills when he makes an INT or WIS check related to it. 

Two Weapon Fighting: When he engages in two weapon fighting, he can add his ability modifier to the damage of the second attack. 

Escape the Horde: Opportunity attacks made against him are done with disadvantage. 

Spellcasting. Van Pelt is an 8th level spellcaster. His spellcasting is WIS (spell save DC 8, spell attack +0). Van Pelt has the following spells prepared:

1st level: Hunter's Mark and Absorb Elements

2nd level: Pass without Trace, Silence, and Spike Growth. 

Hunter's Mark: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Pass Without Trace: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Silence: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Spike Growth: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

 

Actions

Longbow. Ranged weapon attack: +7 to hit, reach 150-600 ft., one target. Hit: (1d8+4) piercing. 

Shortsword. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: (1d6+4) piercing. 

Shortsword. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: (1d6+4) piercing. 

 

Bonus Actions

Hunting traps: When Van Pelt uses his action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Description

Alan Van Pelt is a 6ft tall rather skinny man with golden hair matted, messy, and big. He is deeply tan from his time outside. He has dark blue eyes and a very sincere smile, that he doesn't use often. He wears all brown clothes to better camouflage himself. He is very prim and proper unless he starts telling dirty jokes. 

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.

Monster Tags: humanoid

Habitat: ForestMountain

CompanionAmy

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