Medium Or Small Humanoid, Typically Lawful Good
Armor Class 15 Hide Armor
Hit Points 52 (6d10 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +4, DEX +6
Skills Athletics +4, Insight +8, Investigation +6, Perception +5, Stealth +6, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60, Tremorsense 10, Passive Perception 14
Languages Common, and two other languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Behemoth Slayer. The Monster Hunter has advantage on Wisdom (Survival) checks to track giants, monstrosities, beasts and dragons, as well as on Intelligence checks to recall information about them.

Branded Melee Weapons. The best part of fighting monsters is using their powers against them. You will be able to create any melee weapon with an additional 4 (1d6) damage die based on the creature's vulnerabilities.

Inquisitive Combatant. The Monster Hunter has advantage with Insight checks made to determine a creature's strengths and vulnerabilities. To do so, as a bonus action, the Monster Hunter can roll against a DC equal to the creature's Constitution score plus it's Charisma modifier. On a success the Monster Hunter may either decipher it's damage vulnerabilities, damage immunities, or damage resistances.

Specialized Ammunition. The Monster Hunter carries with it specialized ammunition capable of changing its damage type. As a bonus action the Monster Hunter can speak a command word to change the damage type of all of his ammunition to help get past a creatures lethal defenses.

Actions

 Multiattack. The Monster Hunter makes three weapon attacks.

Silver Laced Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) slashing damage.

Manticore Tail Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) piercing damage. This crossbow can fire up to 3 shots at a time and its damage type can be changed by the Specialized Ammunition trait. 

Bonus Actions

Favored Prey. The Monster Hunter can mark one creature they can see within 60 feet as their prey as a bonus action. They deal an additional 4 (1d6) damage to the marked creature once per turn.

Reactions

Dodge Roll (3/encounter). The Monster Hunter is able to move out of harms way for a brief moment. As a Reaction and when it are about to take damage, you may instead take no damage and move up to 5 feet away without provoking opportunity attacks.

Hunter’s Reflexes. When a creature within 5 feet misses the Monster Hunter with a melee attack, they can make a melee weapon attack against that creature as a reaction.

Description

The Monster Hunter’s Guild is an elite organization dedicated to protecting the world from monstrous threats. Founded centuries ago, the Guild operates as a network of skilled warriors, alchemists, and scholars who specialize in the study, tracking, and elimination of dangerous creatures that threaten civilization. From ravenous beasts to ancient dragons, the Guild's hunters are trained to face any foe, wielding specialized weapons, tools, and arcane knowledge tailored to counter specific monster types.

The Guild operates out of fortified outposts and grand halls scattered across the land, each serving as a base of operations where contracts are issued, resources are stocked, and hunters gather to share intelligence. Membership in the Guild is rigorous and often perilous, with initiates undergoing brutal training and life-threatening trials to prove their worth.

Despite their heroic reputation, the Guild often treads a morally gray line. They are known to prioritize larger threats and lucrative contracts over lesser evils, leading to tension with local communities and rival organizations. Their motto, “The Hunt Never Ends,” reflects their relentless drive to protect the world from monstrous chaos, no matter the cost.

Monster Tags: NPC

oofoff_the_bastard

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