Medium Humanoid, Neutral
Armor Class 16 Hardened leather
Hit Points 56 (6d12 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +6
Damage Resistances Poison
Condition Immunities Blinded, Charmed
Senses Passive Perception 18
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sniper. Any creature with sniper gains advantage on all ranged attack roll's made on creature's that are 20ft or more away from them.

Fireteam. When within 10ft of another Ranger the Ranger gains a +1 to chance to hit with its long rifle, this buff is multiplied for every ranger within 10ft up to a max of +5

 

Actions

Long rifle. Ranged weapon attack: +6 to hit, 100ft range, Hit (2d10+4) piercing damage, when hit the creature hit must make a DC 10 constitution save or suffer a crippling wound, reducing their movement by 10, and giving them disadvantage on attack's.

Rotary launcher. Ranged weapon attack: 250ft range. Fire a grenade at any visible target within 250ft, the grenade detonates with two differing effects that the creature is able to choose between.
Daybreak grenade, Creates a bright source of Daylight in a 30ft radius, Each creature in a 30ft radius centered on the target must make a DC12 dexterity saving throw, or take 4d10 radiant damage, any creature's that fail the save take 2d10 fire damage as well, any creature's that succeed the save only take half the damage they would have.
Dimeritium haze grenade, Creates a 40ft cloud centered on the target, Any magic originating in this clouds radius, trying to pass through it, or trying to enter it, is completely nullified as though someone had just cast counterspell, and any targets inside of the field gain a resistance to all spell damage.

Bayonet lunge. Melee weapon attack: +2 to hit, 7ft range, Hit (1d8+2) Piercing damage. if a bayonet attack deals maximum damage the target take's an extra +5 piercing damage and must make a death saving throw to staunch the bleeding, if they fail this saving throw, they take an extra +10 piercing damage

Rain fire.

Bonus Actions

Shield plant. As a bonus action, the Ranger can slam the shield down and brace themselves against it. While anchored this way, the shield ceases to grant a bonus to AC and instead provides the Ranger with three-quarters cover. their movement speed becomes 0 while the shield is planted this way and removing the shield from the ground requires an action.

Overwatch shot. At the end of a turn, if the Ranger hasnt moved they can enter overwatch, allowing them one attack of opportunity on any hostile creature in their line of sight whenever it move's, the ranger can only do this once however.
(ie, if two people move, then the ranger can only fire at the one who moved first.)

Reactions

Mark target. Anytime the Ranger is attacked with a ranged attack, be it spell or ranged weapon, that ranger gets advantage on the creature that attacked them for one turn after the attack.

Description

For those member's of the Under-hunter ranks who've proven themselves an especially keen eye, an especially accurate and steady hand, or simply not interested in becoming a Legionare but still skilled enough to be promoted, they become Ranger's, Armed with modified Magitek long rifle's propelling a pointed iron thorn, and a revolving grenade launcher to provide fire support with, the Ranger's are the backbone of the Under-hunter's force's and carry the hallmark bone white armor that adorns advertisment poster's and the armor of the Under-hunter's leader.
Needless to say, a fireteam of Under-hunter Ranger's is a terrifying force on its own, Woe to those of the underdark, that they are never alone, always supported by a fireteam of "grunt's" and at least one Legionare, these killteams have turned what once was a mere annoyance into a terrifying wakeup call to the arrogant masses of the underdark.

Habitat: UnderdarkUrban

PrimarisRice

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