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.
Javelin (x3): 10ft/120ft range, +4 to hit, 1D6+2 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.
Quarterstaff: 5ft/10ft range, +5 to hit, 1D6+3/1D8+3 Bludgeoning damage.
Description
The small settlements dotted around the Crescent Coast are protected by volunteer hunters and archers. These local warriors are particularly skilled at navigating the river banks and coastline. When a local predator population gets a little too large or aggressive, bands of hunters armed with personalised weapons and armour sally out to remove the largest beasts and destabilise the situation.
The settlements have the ability to make metal armour and tools but hunters tend to be superstitious or in possession of specially crafted scale and hide armour. A popular weapon among the local hunters is a type of quarterstaff with a heavy head of bone or iron to give it a bit of extra weight. The weapon has a long haft that makes it good as a walking stick and a handy weapon at multiple ranges in skilled hands.
Previous Versions
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11/1/2021 10:48:34 AM
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Coming Soon
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