Small Humanoid (Ranger)
Armor Class 16 Breastplate
Hit Points 77 (14d10 + 3)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR
13 (+1)
DEX
19 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +6, DEX +9
Damage Resistances Lightning
Senses Passive Perception 20
Languages Abyssal Ranger, Common, Halfling Hafling, Orc Hafling, Primordial Hafling
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Ring of Lightning Resistance. You have resistance to lightning damage while wearing this citrine ring.

 

Spellcasting. You have learned to channel the magical essence of nature to cast spells.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Spellcasting. Captain Noir Kruass is a 14-level spellcaster. Its spellcasting ability is 5 (spell save DC 13, +5 to hit with spell attacks). Captain Noir Kruass has following Ranger spells prepared:
Cantrips (at will): Elemental Reflex, Flame Flicker, 

1st level (4 slots):  Absorb Elements, Cure Wounds, Detect Magic, Ensnaring Strike, Hunter's Mark, Stone Shield.

2nd level (3 slots): Absorb Elements, Animal Messenger, Cure Wounds, Darkvision, Ensnaring Strike, Hunter's Mark, Pass without Trace.

3rd level (3 slots): Absorb Elements, Animal Messenger, Conjure Animals, Cure Wounds, Dispel Magic, Ensnaring Strike, Flame Arrows, Hunter's Mark.

4th level (1 slots): Absorb Elements, Animal Messenger, Conjure Animals, Cure Wounds, Dispel Magic, Ensnaring Strike, Flame Arrows, Freedom of Movement, Hunter's Mark.

Favored Enemy. You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.

Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Pistol (vex).

Vex. If you hit a creature with a Pistol and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Whip (Sow)

Slow. If you hit a creature with a Whip and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Deft Explorer. Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Perception.

Languages. You know two languages of your choice.

Abyssal

Primordial.

Fighting Style. You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Archery. You gain a +2 bonus to attack rolls you make with Ranged weapons.

Hunter’s Lore. You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Hunter’s Prey. You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Roving. Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Defensive Tactics. You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Expertise. Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Athletics.

Stealth.

Tireless. Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Superior Hunter’s Prey. Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

Relentless Hunter. Taking damage can’t break your Concentration on Hunter’s Mark.

Nature’s Veil. You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Magic Initiate (Wizard). You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

Flame Flicker. You conjure a flicker of flame and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage and must make a Dexterity saving throw. On a failed save, the target is set ablaze, taking an additional 1d4 fire damage at the start of its next turn. The flames can be extinguished by the target using an action to put them out.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), and the additional fire damage increases by 1d4 at each of these levels as well.

Elemental Reflex. When you are hit by an attack or targeted by a spell, you can use your reaction to summon a burst of elemental energy to protect yourself. Choose one of the following types of elemental damage: fire, cold, lightning, or acid. You gain resistance to the chosen damage type until the start of your next turn, and the attacker takes 1d6 damage of that type.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Stone Shield. You summon a protective barrier of stone that surrounds you. Until the spell ends, you gain a 1d4+2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.

Savage Attacker. Oncer per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

 

Hafling Traits. 

Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.

Hafling Nimbleness. You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

Luck. When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealth. You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Languages.

Orc.

Hafling.

Actions

Mutiattack. Captain Noir Kruass can make two ranged attack, and one melee attack.

Ranger Slayer. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 1d4+4 slashing damage.

Extra 3d8 +40 slashing damage to any Ranger, or Ranger multiclass.

All range attacks against you are at disadvantage.

All range attacks from you are expanded by +40 ft.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Fighter Slayer. Ranged Weapon Attack: +11 to hit, range 65 ft. (65+ at disadvantage), 1 target. Hit: 1d10+4 piercing damage.

Extra 3d6 + 35 piercing damage to any fighter or fighter multiclass.

After a successful attack roll, roll a d20 (DC 15), if succeeded, you regain an action. This can be repeated.

Once at the end of your turn, roll d20 (DC 10) if you fail, your pistol jams, requires a bonus action to unjam.

This pistol holds 7 rounds. Requiring a bonus action to reload.

Vex. If you hit a creature with a Pistol and Deal damage to, you have Advantage on your next attack roll against that creature before the end pf your next turn.

Flame Flicker. Spell attack: DC DEX 13, reach 60 Ft., 1 target. Hit. 1d8 Fire Damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit:  2 Bludgeoning Damage.

Colossus Slayer. Once per turn, when you hit a creature that's missing any of its HP with a weapon, the weapon deals an extra 1d8 damage.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Unarmed Strike. You make a melee attack that involves using your body to deal one of the following effects:

Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.

Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.

Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.

 

Bonus Actions

Hunter's Mark. Range 90 Ft. Hit. 1d6 Force damage.

Two-Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Spells. 

Ensnaring Strike (1st).

Hunter's Mark (1st).

Stone Shield (1st).

Hunter’s Lore. You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Favored Enemy. You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.

Hunter's Mark: Superior Hunter’s Prey. Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.

Nature’s Veil.  You can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Reactions

Opportunity Attack. When a creature leaves your combat range, you can make one attack on that creature.

Spells. 

Elemental Reflex (Cantrip)

Absorb Elemental (1st).

Description

Captain Noir Kruass is a shadowy figure whose very presence elicits a sense of unease. As the Captain of an imposing fleet of Warships within Fay Works, he commands with an iron fist from his personal Warship, the F.W.W Dargon's Slayer. His most feared trait is his ability to shoot his targets without them ever noticing his approach. Kruass wields a deadly pistol known as Fighter Slayer—crafted by Jock Longheart, the formidable leader of Fay Works and an extraordinary Artificer.

In addition to his pistol, Kruass is armed with a fearsome whip, also a creation of Longheart's genius. His style of combat is predatory; he stalks his prey with an almost supernatural patience, watching for any hint of weakness. When the moment is right, he strikes with alarming speed, moving in a blur that leaves his targets no chance for defense.

Despite his lethal skills, Captain Kruass is a halfling, and his small, nimble stature makes him incredibly difficult to hit. His diminutive size belies the sheer brutality of his attacks—each one calculated and executed with surgical precision. In every encounter, he proves to be the ultimate predator, hunting his foes relentlessly until they fall under his unerring aim and ruthless strikes.

Habitat: Urban

Jack_The_Dungeon_Master

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