| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +3 |
| CHA | 12 | +1 | +1 |
Evasion. If the bounty hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bounty hunter instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Multiattack. The bounty hunter makes two attacks, using Scimitar or Light Crossbow in any combination.
Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 4) slashing damage plus 3 (1d6) Poison damage, and the target has the Poisoned condition until the start of the bounty hunters next turn.
Light Crossbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 6 (2d6) Poison damage.
Bolas. When a creature moves within 30ft of the bounty hunter the bounty hunter may use its reaction to make an attack with its bolas +7 to hit. On a hit the creature makes a DC 18 dexterity saving throw, on a failure the target moves half the distance intended before becoming Prone. They have disadvantage on the dexterity saving throw if they were using the dash action or they were moving above 30ft.
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