Small Fey (Harengon), Neutral
Armor Class 18 Unarmored Defense
Hit Points 149 (10d12 + 30)
Speed 60 ft.
STR
10 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws DEX +8, WIS +8
Skills Acrobatics +5, Insight +5, Perception +5, Stealth +5
Damage Immunities Poison
Senses Blindsight 10 feet, Passive Perception 18
Languages Sylvan, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Stillness of Mind.  You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Wholeness of Body.  Once per long rest as an action, Bitterfoot can regain 30 HP.

Deft Movement.  Bitterfoot can move along vertical surfaces and across liquids on his turn without falling during the move.

Purity of Body.  Bitterfoot is immune to disease and poison.

Hare-Trigger.  Bitterfoot adds a +4 to initiative rolls.

Mobile.  When Bitterfoot uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he does not provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

 

Actions

Multiattack.  Bitterfot makes any combination of two unarmed strikes, shortsword, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) bludgeoning damage.  If the target is a creature, the adept can choose one of the following open hand techniques:

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage. If the target is a creature, the adept can choose one of the following open hand techniques:

  • The target must succeed on a DC 16 Strength saving throw or drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the adept’s next turn.

Kunai. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 5) piercing damage.

Bonus Actions

Flurry of Blows.   Immediately after Bitterfoot takes the Attack action on his turn, he can make two unarmed strikes as a bonus action.

Patient Defense.  Bitterfoot can take the Dodge action as a bonus action on his turn.

Step of the Wind.  Bitterfoot can take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Rabbit Hop.  Bitterfoot can jump 20 feet, without provoking opportunity attacks. He can use this trait only if his speed is greater than 0. He can use it 4 times, and regains all expended uses after finishing a long rest.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 14. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Slow Fall.  Bitterfoot can use his reaction when falling to reduce any falling damage you take by 50.

Lucky Footwork.  When Bitterfoot fails a DEX saving throw, he can use his reaction to roll a d4 and add it to the save, potentially turning the failure into a success.  He can’t use this reaction if he's prone or his speed is 0.

Description

A solemn man who moves with the casual confidence of an elite warrior, Bitterfoot’s soft voice drips with sorrow, for his love and lady is held in indentured servitude to the Honey Court.

To provide her a more comfortable station, he offers himself as hunter and gladiatorial performer in the Propolis Ring of the Polazzo D’Orolazzo

Bitterfoot is known to ally with a trio of Priests who deal in blood magic...

Monster Tags: NPC

Habitat: ForestUrban

ScorpiousBloodshower

Comments

Posts Quoted:
Reply
Clear All Quotes