Medium Humanoid (Any Race), Any Lawful Alignment
AC 15 Leather Armour    Initiative +4 (14)
HP 56 (6d12 + 8)
Speed 30 ft.
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
Senses Passive Perception 14
Languages Common, Thieves' Cant
CR 2 (XP 450; PB +2)
Traits

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.

Actions

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.

Bonus Actions

Cunning Action. The bounty hunter takes the Dash, Disengage, or Hide action.

Reactions

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. 

Monster Tags: humanoid

Habitat: Any

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