Traits Description: Charles Smith is a skilled tracker and hunter, known for his keen senses and strong moral compass. He is a loyal and dependable member of the Van Der Linde gang, often acting as a voice of reason and mediator. Charles’ deep connection with nature and his prowess in combat make him a formidable ally and a respected figure among his peers.
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Multiattack: Charles makes two attacks with his bow or one attack with his tomahawk.
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Bow: Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
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Tomahawk: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
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Tracking: Charles can use his action to make a Wisdom (Survival) check to track a creature or find food and water in the wild.
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Nature's Gift: Charles can use a bonus action to heal himself or an ally within 30 feet for 1d8 + 4 hit points.
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Defensive Stance: When a creature targets Charles with an attack, he can use his reaction to impose disadvantage on the attack roll. He must be able to see the attacker.
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Description
Charles is a tall and muscular man with a stoic demeanor. He has a calm and composed presence, often wearing practical clothing suitable for wilderness survival. His eyes reflect wisdom and a deep connection with nature, and his movements are precise and deliberate.
Lair and Lair Actions
Lair and Lair Actions Description: Charles Smith’s lair is a secluded campsite deep within the forest, surrounded by tall trees and natural barriers. The camp is equipped with basic shelters, hunting tools, and supplies, providing a secure and peaceful base for Charles and his allies.
Lair Actions: On initiative count 20 (losing initiative ties), Charles Smith takes a lair action to cause one of the following effects; Charles Smith can’t use the same effect two rounds in a row:
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Camouflage: Charles and his allies gain advantage on Dexterity (Stealth) checks and are considered heavily obscured until the start of Charles’ next turn.
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Animal Allies: Charles calls upon the wildlife in the area for assistance. Roll a d6; on a roll of 4-6, 1d4 wolves or other forest creatures enter the combat at the start of the next round.
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