Masterful Finesse. Zenet's rangers are absurdly fast creatures when they are in Narowa forest. İt is so hard to hit them, until they are restrained (any control effect like prone stun or paralyze) they have permanent +4 AC and +15ft. movement speed. İf they are out of Nawora forest , this buff reduce to +2AC and 5ft. movement speed.
Hunting Party.
Zenet's rangers are spesificaly trained for hunting undead creatures with 3-5 group formation. This training gives them very good synergy and harmony on their move with group... Each ally ranger 10ft. near another ranger give them +1 AC and if one of them land a succesful hit on a target, others gain +2 on their attack and dmg rolls with same target.
Natural Enemies of Undead.
Zenet's rangers have special daggers, bows and arrows that spesifically enchanted for fighting undead creatures. Their attacks hit additional +2d4 light dmg to undead targets.
False Stepback. Disengage from close combat and can immideatly attack another target 30ft. near you (Zenet's Mercy or Whistle Come From Dark). if its not engaged with another unit and this unit use melee weapon (dagger), engaged with it . This unit cannot use this action if its engage any unit also with this action. (This action also use bonus action)
Zenet's Mercy(Meele action). Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 5-10 (1d6 + 4) piercing damage. İf targets health under %25 percent this attack always crit.
Whistle Come From Dark(Ranged action). Ranged Weapon Attack: +13 to hit, range 30/150 ft., 1 target. Hit: 4-14 (2d6 + 2) piercing damage. İf attack hits critical paralyze the target for 1 turn.
Environment Support.
Zenet's rangers can support their allies with share their knowledge of enemies out of their sight. Supported ally gain advantage on saving rolls comes from any attack other than their engaged enemy for 1 turn. Each ranger can be effected by this bonus action only once. Every ally can only be targeted by this skill once for each encounter.
Reaction Name. Enter the description for your action.
Zenet's Rangers can be very dangerous when they surrond you ... You cant even understand what happen until you feel your last breath exhale from your mouth.. BE CAREFUL !! to not surronded by them
Zenet's Party (Hunt Zone) (Costs 3 Actions). This action can only be use if there are 3 or more ranger still alive and at least 3 of them are not engaged . At their turn rangers can prepare for Hunt instead of use actions for attack . After 2 ranger prepare for the Hunt third ranger use her action and start the Hunt for her and her 2 fellow rangers. They crate a triangle with each of them at the corner. Every unit inside this triangle when its created gain disadvantage on every saving roll for 3 turn and lose 15.ft movement speed. Also 3 rangers who created Hunt Zone gain extra 5ft. movement speed and also doubles the effect of Hunting Party Trait just for these 3.
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Description
This black silouettes can be seen in Nawora forest usally avoid any visitors who came in the forest (if they have no ill intentions) ... Their main goal is clear Nawora forest from violent undead creatures that spread after the Great disaster with order of
Zenet (The Woeful Queen) .. She is a powerful witch live deep in Nawora forest.. no one knows why she lives there after the disaster or command her rangers to clear Nawora from undeads but it is for sure she is determent to stay here and eradicate all undead roaming around here.. Zenet's rangers are loyal servant of their queen and they gain powers from her. Zenet crate a magical area around the Nawora to help and buff her rangers and create enchanted daggers, bows and arrows for them. Also most folk says those rangers are long lost peoples who cannot find after going into Nawora forest . Since all of them are black and smokey skins and red glowing eyes there is no way to recognize them as any missing person .
Lair and Lair Actions
They can only be seen in Nawora Forest but sometimes Zenet's send them outside the forest for scouting... They rearly seen around other forests at night or much more rearly in narrow streets at towns.
Lair Actions
On initiative count 20 (losing initiative ties), the Zenet's Rangers takes a lair action to cause one of the following effects; the Zenet's Rangers can’t use the same effect two rounds in a row:
- All rangers can choose to start with Environment Support at the start of the encounter.
- 2 ranger can join the encounter fully ready for the Hunt. And Third one can immediatly start Hunt Zone with its action. (Hunt ready rangers cannot take action at their turn if they dont want to lose their prepared state.)







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