| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +4 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +5 |
| CHA | 8 | −1 | −1 |
Labyrinthine Recall. The beastman stalker can perfectly recall any path it has traveled.
Keen Hearing and Smell. The beastman stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Wild leap. The beastman stalker doesn't need a running start to jump distances. It can cover as much as 15 ft with a long jump, and 10 ft with a high jump. Those distances are doubled with a 10 ft running start.
Vicious targeting. Numbing volley attacks are made with advantage if at least two of the beastman stalker's allies are within melee range of its target.
Upfront agression. While Bloodied, the beastman stalker's following traits are lost : Vicious targeting, Multiattack.
Multiattack. The beastman stalker makes two Numbing volley attacks.
Hoove kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit, the target cannot make opportunity attacks against the beastman stalker during this turn.
Numbing volley (Shortbow). Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage. On a hit, the target mut succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute.
Cunning Ambush. The beastman stalker takes the Hide action, given it isn't in plain sight.
Hit & run. When an enemy enters its melee range, the beastman stalker can make a Hoove kick attack. If the attack hits, it can then move up to 30 ft in any direction.
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