| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +5 |
| CHA | 8 | −1 | −1 |
Amphibious. The Bathyss Hunter can breathe air and water.
Predator's Camouflage. When in dim light or darkness, the Hunter can take the hide action as a bonus action, even if only lightly obscured.
Lurker of the Deep. While underwater, the Hunter is invisible beyond 30 feet unless it moves or attacks.
Multiattack. The Bathyss Hunter makes two melee attacks, one with its bite and one with its harpoon claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage and must make a DC 12 CON save or poisoned for one minute. Poisoned creatures take 5 (1d10) poison damage. The save can be repeated at the end of the target's turn.
Harpoon Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) piercing damage; the target must make a DC 15 STR save or be pulled 10ft towards the hunter and grappled.
Ink Cloud (Recharge 6). The Bathyss Hunter releases a blinding ink in a 10 foot radius around itself. This ink is a powder on land, and ink in water, and lingers for 3 rounds. Any creature in the ink is considered blinded. Bathyss are immune to the cloud.
Slippery Repositioning. When a creature misses the Bathyss Hunter with a melee attack, it may use it's reaction to move up to 10 feet without provoking an opportunity attack.
Description
Bathyss Hunters stalk their prey from the shadows, ambushing from the darkness and striking with precision. They often target the weakest or most wounded first. In water, they attack from below, dragging victims down. On land, they strike from shadows or use Harpoon Claw to isolate foes. Almost always found in groups, one Hunter will often use their ink, so others may capitalize on the blinded foe. Hunters often employ Tidemaws to whisk away grappled prey.
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