Medium Humanoid (Human), Typically Lawful Good
Armor Class 14 Leather armor
Hit Points 44 (5d10)
Speed 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +3, DEX +6
Senses Passive Perception 16
Languages Abyssal, Common, Elvish, Minotaur
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Spellcasting. Adrius is a 1st-level spellcaster. Its spellcasting ability is WIS (spell save DC 14, +6 to hit with spell attacks. Adrius has following Druid spells prepared:

Cantrips (at will): [Mending], [Produce Flame] 

Initiative: +8

Plays the Lyre

Primeval Awareness: As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

Alert PHB, pg. 165

You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Sharpshooter PHB, pg. 170

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Favored Enemy PHB, pg. 91

You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Beasts

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language.

Abyssal
 
Natural Explorer PHB, pg. 91

You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.

Forest

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Actions

Multiattack. May attack twice per attack action

Shortsword x2. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d6 + 3) [Piercing] damage. 

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 1 target. Hit: (1d8 + 3) [Piercing] damage. 

Produce Flame. Spell Attack: +6 to hit, range Self, 1 target. Hit: (2d8) [Fire] damage

Bonus Actions

Two weapon fighting when using short swords.

Reactions
Giant Killer: When a Large or larger creature you can see within 5 ft. of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

A rough and ready hunter ready to strike the wicked

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.

Habitat: ForestUrban

abturk125

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