Brave. The Hunter has advantage on saving throws against being frightened.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the hunter doesn't have disadvantage on the attack roll.
Archery: + 2 to attack rolls for ranged attacks
Sharpshooter: The Hunter can take a -5 to hit to deal an additional 10 piercing damage. They can ignore ¾ cover and are able to fire the maximum range of their bow.
Rapier (Melee): +8 to hit 1d8 + 4 Piercing damage
Longbow attack (Ranged): reach 150/600 ft +10 to hit 1d8+4 piercing damage
Uncanny Dodge: halve the attack’s damage against the hunter.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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.
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