Arm Cannon. The Hunter's arm-mounted cannon has a range of 60/240 feet and deals 4d8 force damage on a hit. It has a recharge of 5-6, meaning it can't be used again until it rolls a 5 or 6 on a d6 at the start of its turn.
Multiattack. The Hunter makes two melee attacks or uses its Arm Cannon.
Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Lunge. The Hunter moves up to 20 feet in a straight line and then makes one Maul attack against a creature in its reach. This movement does not provoke opportunity attacks.
Shielded Advance. If the Hunter takes damage, it gains a +2 bonus to AC until the end of its next turn.
Energy Blast (Recharge 5-6). The Hunter releases a devastating energy blast in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save or half as much damage on a successful one. The Hunter can't use this ability again until it rolls a 5 or 6 on a d6 at the start of its turn.
Previous Versions
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4/2/2024 4:14:48 AM
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Coming Soon
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