Medium Humanoid, Neutral
Armor Class 16 Hunters' Garb
Hit Points 100 (15d8 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +7, DEX +7
Skills Acrobatics +7, Athletics +7, Perception +4, Survival +4
Damage Resistances Fire
Senses Passive Perception 14
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Vials. Djura carries 2 Blood Vials on them. A Powder Keg Hunter can use a bonus action to use one of these vials to heal themselves for 13 (3d8) Hit Points.

Hunter's Dash. Djura can use a bonus action to move up to 10 ft. without provoking attacks of opportunities and ignoring difficult terrain reloading his firearm when he does so.

 

Actions

Multiattack (Stake Driver and Blunderbuss). Djura makes 3 Stake Driver attacks. One of which can be a Blunderbuss attack instead.

Stake Driver. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Slashing damage. 

Blunderbuss (Ranged). Ranged Weapon Attack: +10 to hit, range 15/30 ft., one or two creatures within 5ft. Hit: 7 (1d6 + 4) Piercing damage. Being within 5ft of a hostile creature doesn't impose disadvantage on this attack.

Cannon (Recharges 5-6).  Djura charges his Stake Driver and discharges it against a target within 5 ft. of them. The target make a DC 15 Dexterity saving throw. On a failed save the creature takes 17 (5d6) bludgeoning damage and 17 (5d6) fire damage or half as much on a successful one. This attack deals double damage against objects and structures.

Reactions

If a player exits his threat range he can toss a Molotov Cocktail at the target on a DC 15 the target takes 12 (3d6) Fire Damage on a successful save the target takes half.

Legendary Actions

Djura can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Djura regains spent legendary actions at the start of its turn.

Perceive. Djura makes a Wisdom (Perception) check.

Attack (2/round). Djura makes two melee attacks.

Grapple (2/round). Djura makes a grapple check on a nearby creature, and upon a successful grapple can attempt to throw the creature off the clocktower. The creature must make a DC 13 Strength saving throw or else be thrown off the edge of the clocktower.

Lair and Lair Actions

Djura can speak to the beasts of Old Yharnam, and is automatically in bad social state with those who enter Old Yharnam through the Old Ward. He can be befriended however one must prove their good intentions. 

Every minute Djura can taunt or talk to intruders.

Djura if he has direct line of sight to hostile creatures can fire his mounted Gatling Gun dealing 36 (12d6) piercing damage in a 10 foot square. 

Beasts are friendly with those who are on good terms with Djura, and his companions.

AdreusFarrington

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