Medium Humanoid, Neutral
Armor Class 21 Supernatural Reflexes
Hit Points 200 (30d8 + 65)
Speed 35 ft.
STR
16 (+3)
DEX
22 (+6)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +11, CON +8, WIS +9
Skills Deception +6, Insight +9, Investigation +7, Perception +9, Stealth +11, Survival +9
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Charmed, Frightened
Senses Darkvision 60, Passive Perception 19
Languages Common and three other languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Anwe has advantage on saving throws against spells and other magical effects, and he has resistance to damage dealt by spells.

Innate Monster Hunter. Once per turn, when Anwe hits an undead or monstrosity with a weapon attack, the target takes an extra 2d8 damage of the weapon’s type. In addition, Anwe has advantage on Wisdom (Survival) checks to track undead and monstrosities, and advantage on saving throws against abilities originating from undead or monstrosities.

Hunter’s Focus. Anwe ignores half cover and three-quarters cover when making ranged weapon attacks against undead or monstrosities.

Evasive Footwork. When Anwe moves at least 10 feet on his turn, opportunity attacks against him are made with disadvantage until the start of his next turn.

Actions

Multiattack. Anwe makes three attacks.

Ghostwood Bow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 2d6 + 6 magical piercing damage. If the target isnan undead or monstrosity, the attack deals double damage.

Saged Tomahawk. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 6 slashing damage, plus 1d8 radiant damage if the target is undead or a monstrosity. The tomahawk magically returns to Anwe’s hand at the end of the attack.

Silver Throwing Knives (Recharge 4–6). Anwe hurls a storm of enchanted silver knives at up to five creatures of his choice within 60 feet. Each target must make a DC 19 Dexterity saving throw, taking 8d8 piercing damage plus 4d8 radiant damage on a failed save, or half as much damage on a successful one. Undead and monstrosities make this saving throw with disadvantage.

Bonus Actions

Mist Step. Anwe magically teleports up to 30 feet to an unoccupied space he can see. This movement does not provoke opportunity attacks.

Spirit-Guided Shot. Anwe chooses one creature he can see within 120 feet. Until the end of his next turn, Anwe has advantage on the first attack roll he makes against that creature, and the attack ignores resistance to nonmagical damage.

Reactions

Ancestral Totem (1/Short Rest). Anwe calls upon ancestral spirits, gaining the effects of protection from evil and good for 1 minute (self only; no concentration required).

Warding Spirits.When a creature Anwe can see within 30 feet takes damage, Anwe reduces the damage by 1d10 + 6.
Dodge. When Anwe is hit by an attack that he can see, he halves the damage dealt by that attack.

Description

Anwe is considered to be a master of his craft and very knowledgeable about the monsters he hunts. He's well known for his Supernatural reflexes as well as his ability to resist Magic. Likewise he is also a master tracker and is known to scout, study, and surveil his targets before using his wit to get them to fight him on his terms.

 

Monster Tags: NPC

Habitat: Any

oofoff_the_bastard

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