Medium Humanoid, Lawful Evil
AC 16 (studded leather)    Initiative +5 (15)
HP 82 (11d8 + 33)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +7
CON 16 +3 +3
Mod Save
INT 11 +0 +0
WIS 16 +3 +6
CHA 14 +2 +2
Skills Acrobatics +7, Deception +5, Nature +3, Perception +6, Stealth +7, Survival +6
Gear Longbow, Shortsword, Studded Leather Armor a seemingly innocuous flask of wine or spirits.
Senses Passive Perception 16
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits

Traits
Keen Senses. The Hunter has Advantage on Wisdom (Perception) checks that rely on sight or hearing.

Hunter's Mark. As a Bonus Action, the Hunter marks one creature he can see within 90 feet. The mark lasts until the Hunter dies, marks another creature, or ends the mark as a Bonus Action.

Once per turn when the Hunter hits the marked creature with an attack, the attack deals an extra 1d6 damage.

The Hunter always knows the direction of a marked creature while it is within 1 mile of him, provided they are on the same plane of existence.

Cunning Tracker. The Hunter has Advantage on Wisdom (Survival) checks made to track creatures.

He can determine the approximate number, size, and direction of travel of creatures that passed through an area within the previous 24 hours.

Evasion. If the Hunter is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and half damage on a failed one.

Skirmisher. The Hunter doesn't provoke Opportunity Attacks when he moves away from a creature he has attacked during his turn.

Actions

Multiattack. The hunter makes three attacks, using Shortsword or Longbow in any combination. Alternatively, he makes one weapon attack and uses Pinning Shot.

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

Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: 9 (1d8 + 4) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.

Pinning Shot. Ranged Attack Roll: +7, range 150/600 ft. Hit: 9 (1d8 + 4) Piercing damage and the target must succeed on a DC 15 Strength saving throw or have its Speed reduced to 0 until the start of the Hunter's next turn.

Bonus Actions

Aim. The hunter has Advantage on the next attack roll it makes during the current turn.

Hunter's Mark. The Hunter marks a creature as described above.

Disappear. The Hunter takes the Hide action.

Predator's Step. The Hunter moves up to half his Speed without provoking Opportunity Attacks.

Reactions

Uncanny Dodge. Trigger: The hunter is hit by an attack roll. Response: The hunter halves the damage (round down) it takes from that attack.

Predator's Instinct. When a creature the Hunter can see misses him with an attack, the Hunter can move up to 15 feet without provoking Opportunity Attacks.

Habitat: Any

Madkryme

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