Hunter's Lore: If this creature remains in combat with a creature for 1 minute or more, they gain advantage on WIS saves to resist being Frightened by the creatures its currently in combat with.
Monster Hunter (Beast): This creature has advantage on Nature (INT) and Survival (WIS) checks to track beast type monsters.
Bone Axe: 5ft range, +4 to hit, 1D6+2 Slashing damage.
Elderbone Arrow (x1): 10ft/320ft range, +5 to hit, 1D8+3 Piercing damage.
Lay Trap (x1): As an action, this creature can lay a bear trap on a spot 5ft within itself that isn't occupied. Once the trap is laid, the trap takes a successful DC13 Perception (WIS) or Investigation (INT) to spot it if a creature isn't aware of the traps location. If another creature steps on it, the creature must pass a DC13 DEX save or take 1D6 Piercing damage and be Restrained. The trapped creature can attempt to break free from the trap by using its action to pass a DC13 STR save.
Paralysing Arrow (x1): 10ft/320ft range, +5 to hit, 1D6+3 Piercing damage. A creature hit by this attack must pass a DC11 CON save or become paralysed for the next minute.
Short Bow: 10ft/320ft range, +5 to hit, 1D6+3 Piercing damage.
Sleep Arrow (x1): 10ft/320ft range, +5 to hit, 1D6+3 Piercing damage.A creature hit by this attack must pass a DC11 CON save or be put to sleep for the next minute or until they're attacked.
Description
Some hunters prefer fighting with a bow at range rather than in melee. Each hunters bow is styled to encourage their shooting style and it isn't unheard of for them to have a satchel of arrow poisons distilled from venomous monsters. Archers are often the first hunters to engage a monsters attention. Once they've loosed their arrows. Their allies armed with Staffs, swords and spears launch into the fray.
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