Cunning Action. On each of its turn, The Bounty Hunter can use a bonus action to take Dash,, Disengage, or Hide action.
Love Of Battle. In Melee combat, if the Bounty Hunter is facing multiple opponents, he gains an additional attack as a bonus action.
Brute. A melee weapon deals one extra die of its damage when the Bounty Hunter hits with it (included in the attack.)
Surprise Attack. If the Bounty Hunter surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Sniper. If the Bounty Hunter misses with a ranged weapon attack while they are hidden, they remain hidden. Additionally, if the Bounty Hunter hits a target with a ranged weapon attack while they have advantage on the attack roll, the attack deals an extra 1d6 damage.
Archer's eye. As a bonus action, the archer can add 1d10 to its next attack or damage roll with a Heavy or Light Crossbow.
Multiattack. The Bounty Hunter can make two attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Disarming Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must make a successful DC 13 Strength saving throw or drop one item its holding of the Bounty Hunter's choice. The item lands 10 feet from the target, In a spot by the Bounty Hunter.
Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a Dc 14 Strength saving throw or be knocked prone.
Pincer Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 14). Until this grappled ends, the Bounty Hunter can't use its pincer staff on another target.
Reading Cunning Action and Love Of Battle!
Parry. The Bounty Hunter adds 3 to its AC against one mele attack that would hit it. To do so, the Bounty Hunter must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses a melee attack against the Bounty Hunter, it may make a free attack against its opponent as reaction.
Fleet Foot. When a creature within 5 feet of the Bounty Hunter misses them with a melee attack, the Bounty Hunter can move up to half their speed.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
...
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.
Comments