Medium Humanoid (Human)
Armor Class 16 studded leather
Hit Points 71 (11d8 + 22)
Speed 35 ft.
STR
13 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +5, CON +7, WIS +7
Skills Perception +3, Stealth +8
Senses Darkvision 60 ft. (Goggles of Night), Passive Perception 13
Languages Common, Thieves' Cant, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Bow Specialist.  Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Arkos' ranged attack rolls. In addition, Arkos ignores half cover and three-quarters cover when making ranged attacks and ignores the loading property on ranged weapons.

Action Surge(1/long rest): Arkos can take one additional action on his turn.

Second Wind. (1/long rest): Arkos can use a bonus action to regain 1d10 + 5hit points.  When using this ability, Arkos also regains all spent Grit points.

Slippery. Arkos can expend one grit point to Dash or Disengage as a bonus action.

Trick Shots. (3/long rest): Whenever Arkos makes a ranged attack, he can expend a grit point to perform one of the following Trick Shots: Deadeye Shot, or Violent Shot. Arkos regains a grit point if he rolls a 20 on the die for an attack roll, or if he reduces someone to 0 HP.

Deadeye Shot. When Arkos makes a ranged attack against a creature, he can expend one grit point to gain advantage on the attack roll.

Violent Shot. When Arkos makes a ranged attack against a creature, he can expend a grit point to roll an additional damage die on the attack.

Actions

Multiattack. Arkos makes two Quarry's End attacks or two Hunter's Knife attacks.

Quarry's End. Ranged Weapon Attack:  +9 to hit range 300/600 ft., one target. Hit: 11 (1d8 + 6) piercing damage. This damage counts as magical for the purposes of overcoming immunities and resistances 

Hunters Knife. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+5) slashing damage. This attack deals an additional 5 (1d8) necrotic damage against creatures who are bloodied.

Nowhere to Hide (Recharge 5-6): As an action, Arkos may draw his bow and declare any number of targets within 240 feet. when he does this, his turn immediately ends. On the start of his next turn, he may release the arrows to deal 19 (3d8 +6) piercing damage to all creatures that he declared in the previous turn who aren't behind full cover. The damage counts as magical for the purpose of overcoming resistances or immunities. While using this ability, he cannot take any legendary actions other than "move"

Reactions

Let them Struggle: As a reaction in response to seeing a creature attempt to administer a health potion or other healing item, Arkos may make a Quarry's End attack. On a hit, the creature takes the full damage of the attack and the healing item is destroyed.

Legendary Actions

Arkoscan 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. Arkos regains spent legendary actions at the start of his turn.

Move (1 action): Arkos moves up to their movement speed.

Quarry's End (1 action): Arkos makes a quarry's end attack.

Disarming Strike (1 action): Ranged Weapon Attack:  +9 to hit range 300/600 ft., one target. Hit: 9 (1d4 + 6) piercing damage. If the target of the attack is holding any objects, they must succeed a DC 14 strength saving throw or have the item flung away from them 15 feet in a straight line

World_TNT

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