Small Humanoid (Goblinoid, Tiefling), Typically Lawful Evil
AC 14    Initiative +3 (13)
HP 21 (6d6)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 8 −1 −1
Skills Stealth +6
Resistances Poison
Gear Leather Armor, 3 Nets
Senses Darkvision 60 ft.; Passive Perception 9
Languages Abyssal, Common, Goblin
CR 1 (XP 200; PB +2)
Traits

Wrestler. The manhunter has Advantage on attack rolls against a creature Grappled by it.

Abyssal Legacy. The manhunter has Resistance to Posion damage.

Actions

Multiattack. The manhunter makes two attacks, using its Spiked Gauntlets or Net in any combination.

Spiked GauntletsMelee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing or Bludgeoning damage, and the target must succeed on a Strength Saving Throw (DC 12) or be Grappled (escape DC 12).

Net. The manhunter throws a Net at a creature it can see within 15 feet of itself. The target must succeed on a Dexterity saving throw (DC 12) or have the Restrained condition until it escapes (DC 12 Athletics). The target succeeds automatically if it is Huge or larger.

Spellcasting. The manhunter casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 10):

At Will: Poison Spray (tier I), Thaumaturgy

1/Long Rest: Ray of Sickness

Bonus Actions

Nimble Escape. The manhunter takes the Disengage or Hide action.

Habitat: DesertForestGrasslandHillMountainSwampUrban

AndersFjeld

Comments

Posts Quoted:
Reply
Clear All Quotes