Medium Humanoid, Chaotic Evil
AC 14    Initiative +3 (13)
HP 22 (4d8)
Speed 30 ft., fly 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +5
CON 12 +1 +1
Mod Save
INT 13 +1 +1
WIS 11 +0 +0
CHA 12 +1 +1
Skills Deception +3, Perception +2, Stealth +5
Resistances Psychic
Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common
CR 1/2 (XP 100; PB +2)
Traits

Cunning Ambush. If the Vile Hunter moves at least 10 ft. straight toward a target and then hits it with a melee attack, the attack deals an extra 7 (2d6) psychic damage.

Innate Spellcasting. The Vile Hunter’s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: - Minor Illusion
1/day: - Darkness

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.

Throwing Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) psychic damage.

Bonus Actions

Shadow Slip. As a bonus action, the Vile Hunter teleports up to 20 ft. to an unoccupied space it can see that is in dim light or darkness.

Description

Born from the fevered nightmares of the lost, the Vile Hunter is a sinewy humanoid clad in shifting shadows. Its pallid skin is etched with writhing runes that pulse faintly in darkness. Long, talon-like fingers glisten with uncanny moisture, and its eyes burn with malefic intelligence. Silent as a falling leaf, it strikes without warning, bounding away into gloom before its victim can react.

Lore. Vile Hunters are the lowest rank of a twisted league of corrupt rogues born from nightmares. They are dispatched by darker powers to scout and terrorize mortal realms. Quick, cruel, and cunning, they vanish like a bad dream once their brutality is unleashed.

Bardock_The_Bear