Medium Humanoid (Human), Neutral Good
Armor Class 17 Leather Armor
Hit Points 85 (10d10 + 25)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +7, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Gear Leather Armor, Bow, Tomahawk, Hunting Supplies
Senses Passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

 

Actions
  1. Multiattack: Charles makes two attacks with his bow or one attack with his tomahawk.

  2. Bow: Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

  3. Tomahawk: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.

  4. Tracking: Charles can use his action to make a Wisdom (Survival) check to track a creature or find food and water in the wild.

 

Bonus Actions
  1. Nature's Gift: Charles can use a bonus action to heal himself or an ally within 30 feet for 1d8 + 4 hit points.

 

Reactions
  1. 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.

Legendary Actions

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Mythic Actions

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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:

  1. Camouflage: Charles and his allies gain advantage on Dexterity (Stealth) checks and are considered heavily obscured until the start of Charles’ next turn.

  2. 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.

Monster Tags: Human

Habitat: ForestMountain

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