Legendary Resistance (3/Day). When the huntsman fails a saving throw, he can choose to succeed instead.
Reckless. At the start of its turn, the huntsman can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Favored Prey. The first time the huntsman hits a creature with a weapon attack on his turn, he can mark that creature as his prey. The huntsman cannot have more than one creature marked at once. Whenever the huntsman hits the marked creature with a weapon attack after they are marked, that creature takes an additional 4 (1d8) psychic damage. In addition, the huntsman can clearly see if the marked creature has been in a location as long as he can see the location.
Unusual Nature. The huntsman doesn’t require sleep.
Magic Resistance. The huntsman has advantage on saving throws against spells and other magical effects.
Magic Weapons. The huntsman’s weapon attacks are magical.
Relentless Hunt. The huntsman can’t be slowed by magical means, and has advantage on saving throws to resist any effect that reduces his speed.
Multiattack. The huntsman makes two melee attacks or one ranged attack, and then uses his Conquering Presence.
Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Greatbow. Ranged Weapon Attack: +16 to hit, range 120/400 ft., one target. Hit: 34 (4d12 + 8) piercing damage and the target must make a DC 24 Strength saving throw or be knocked prone.
Conquering Presence. Each creature of the huntsman’s choice that can see him within 120 feet of him must make a DC 21 Wisdom saving throw. On a failed save, a creature becomes frightened of the huntsman for 1 minute. A creature that failed this save by 5 or more is also [Tooltip Not Found]. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds against this save is immune to the huntsman’s Conquering Presence for 24 hours.
The huntsman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hunstman regains spent legendary actions at the start of its turn.
Detect. The huntsman makes a Perception check.
Aim. The huntsman’s next ranged attack before the end of its next turn deals an additional 19 (3d12) piercing damage on a hit. This can be used repeatedly, to a maximum of 9d12 extra damage.
Deadly Blow (Costs 2 Actions). At the end of the second turn from this one, the huntsman slams his sword at full force into the ground, and each creature in a 15-foot line 2 feet wide from the huntsman, declared by the DM when this action is taken, takes 126 (12d20) slashing damage.
Description
The Grand Huntsman is a legendary figure, a myth to most — and a danger to others. For the Huntsman seeks the most exotic quarry, the rarest breeds… and usually that includes humanoids. Gifted with immortality and prodigious strength and skill, the Huntsman was rejected from the ordning by the giant gods for fear he would hunt them to reach its peak. It’s said the Huntsman hunts the most exceptional humanoids for a year at a time and without warning. The only notification a quarry of the Grand Huntsman receives is a glimpse of a towering figure clad in full plate if they’re lucky and a massive arrow through the chest if they’re not. The Huntsman, out of respect for elusive prey, will let his quarry go if they escape him for a year, though he won’t give up until he has them in his grip. The Grand Huntsman, if confronted, is a most formidable foe, proficient in both the greatsword and greatbow. Despite his paragon-like power, the Huntsman can be killed. However, his body reconstructs itself after 1d10 years. The Huntsman does not pursue a quarry that has killed him, as he views the roles of hunter and prey as reversed.
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