Medium Humanoid (Ranger), Chaotic Good
AC 16    Initiative +6 (16)
HP 56 (8d10 + 12)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +6
CON 12 +1 +1
Mod Save
INT 12 +1 +3
WIS 15 +2 +2
CHA 15 +2 +2
Skills Nature +6, Perception +6, Sleight of Hand +6, Survival +6
Immunities Poisoned
Senses Passive Perception 16
Languages None
CR 4 (XP 1,100; PB +2)
Actions

Multiattack. Caspar makes two attacks, using Scimitar or Throwing Axe in any combination.

Scimitar. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Handaxe. Ranged Attack Roll: +6, range 30/120 ft. Hit: 7 (1d6 + 4) Slashing damage, plus 10 (3d6) Slashing damage if the attack was made with Advantage.

Goguian Squall (1/Day). Caspar casts Wind Wall (spell save DC 14).

Bonus Actions

Protect the Realm. Caspar takes the Utilize action to drink a Potion of Healing, or to administer one to an ally within 10 feet.

Star Jasmine Strike (2/Day). Caspar casts Ensnaring Strike (spell save DC 14).

Steadied Aim. Caspar has Advantage on the next attack roll they make during the current turn.

Reactions

Uncanny Dodge. Trigger: Caspar is hit by an attack roll. Response: Caspar halves the damage (round down) they take from that attack.

Habitat: Any

Kevrhodeo

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