Medium Undead, Lawful Evil
AC 17 (Studded Leather)    Initiative +9 (19)
HP 105 (14d8 + 42)
Speed 45 ft., Climb 45 ft., Swim 45 ft.
Mod Save
STR 16 +3 +3
DEX 20 +5 +9
CON 16 +3 +3
Mod Save
INT 12 +1 +1
WIS 20 +5 +9
CHA 12 +1 +1
Skills Perception +9, Stealth +9, Survival +9
Immunities Poison; Exhaustion, Poisoned
Gear 4 Daggers, Heavy Crossbow, Studded Leather Armor
Senses Darkvision 180 ft.; Passive Perception 19
Languages Understands Common and two other languages it knew in life but can’t speak
CR 9 (XP 5,000; PB +4)
Traits

Agile Movement. Opportunity Attacks have Disadvantage against the wildman.

Evasion. If the wildman is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the wildman instead takes no damage if they succeeds on the save and half damage if they fail. The wildman can't use this trait if they have the Incapacitated condition.

Fighting Style: Superior Marksmanship. The wildman adds a +3 to its attack and damage rolls made with Ranged weapons.

Expert Marksman. The wildman gains the following abilities.
Bypass Cover. The wildman's ranged attacks ignore Half-Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on the wildman's attack rolls with Ranged weapons.
Ignore Loading. The wildman ignores the Loading property of all Ranged weapons. It can load another piece of ammunition into them even if it lacks a free hand.
Long Shots. Attacking at long ranged doesn't impose Disadvantage on the wildman's attack rolls with Ranged weapons.

Undead Fortitude. If damage reduces the wildman to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the wildman drops to 1 Hit Point instead.

Actions

Multiattack. The scout can make up to two Heavy Crossbow or Dagger attacks in any combination.

Dagger. Melee or Ranged Attack Roll: +9 to hit, reach 5ft. or range 20/60 ft. Hit: 8 (1d4+5) Piercing damage plus 3 (1d4) Necrotic damage.

Heavy Crossbow. Ranged Attack Roll: +12, range 100/400 ft. Hit: 14 (1d10+8) Piercing damage plus 8 (2d6) Necrotic damage.

Bonus Actions

Hunter's Mark (4/day). The wildman casts the spell hunter's mark (Level 3 Version). When cast in this way, it deals Necrotic damage instead of Force.

Steady Aim. The wildman gives itself Advantage on its next attack roll on its current turn. It can only use this feature if it hasn't moved during this turn, and after using it, its Speed becomes 0 until the end of its current turn.

Wild Companion (2/day). The wildman summons a spirit companion to help. Choose any CR 2 or less Beast. Their statblock is the exact same, except their creature type changes to Undead, they share the wildman's Agile Movement trait, and they gain immunity to Poison damage, as well as the Exhaustion and Poisoned conditions. The companion moves directly after the wildman in initiative, and the wildman must use their Bonus Action to command the companion to take any action other than the Dodge action.

Reactions

Uncanny Dodge. Trigger: The wildman is hit by an attack roll from an attacker it can see. Response: The wildman halves the attacks damage against itself (rounded down).

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