Medium Humanoid (Any), Lawful Neutral
Armor Class 15 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +4, DEX +4, CON +3, INT +1, WIS +4, CHA +2
Gear Studded leather armor and Tracker’s Baton Light crossbow and 20 bolts Dagger, manacles, and 50 feet of hempen rope Hunting trap and a small bell for a tripwire alarm Bedroll, blanket, tinderbox, fossil with seashells in it, waterskin, and three days of rations Hooded lantern and two flasks of oil Wanted posters, charcoal, and a weatherproof map case 126 gp
Senses Passive Perception 14
Languages Common One Regional Language
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Seasoned Tracker. The hunter has advantage on Survival checks to follow tracks and locate campsites, and on checks to find food, water, or shelter in the wilderness.

Patient Ambusher. After spending at least 1 minute observing a target without being detected, the hunter has advantage on its first attack roll against that target. This does not automatically grant surprise.

Actions

Multiattack. The hunter makes two melee attacks with its Tracker’s Baton or one light crossbow attack. It cannot use Multiattack and cast Magic Missile on the same turn.

Tracker’s Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage. This attack is magical.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Magic Missile — 3/Day, Through Baton. The hunter casts Magic Missile at 1st level, creating three darts. Each dart automatically hits a creature the hunter can see within 120 feet, dealing 1d4 + 1 force damage. The hunter can direct the darts at one creature or several; they strike simultaneously.

No attack roll or saving throw is required. Shield blocks the missiles normally. The hunter must hold the baton and expend one of its uses.

Grapple. Instead of Multiattack, the hunter makes an Athletics +4 check contested by a creature’s Athletics or Acrobatics. On a success, a creature no more than one size larger is grappled. Escaping requires an action and a successful repeat contest. The hunter’s speed is halved while dragging the target.

Magical Weapon: Tracker’s Baton

Weapon (club), uncommon, requires attunement

An iron-capped hardwood baton with three small blue stones set into its grip.

  • Deals 1d6 bludgeoning damage as a homebrew weapon.
  • Counts as magical but grants no bonus to attack or damage rolls.
  • Has 3 charges and regains all expended charges at dawn.
  • While holding it, the attuned wielder can use an action and expend 1 charge to cast 1st-level Magic Missile.
  • Each use extinguishes one blue stone until dawn.
  • It remains usable as a melee weapon with no charges.

Loot: If recovered, the baton retains only its remaining charges. The hunter’s three daily casts come from the weapon; they are not an additional pool of uses.

Gear

Bonus Actions

Bring Them Back Alive. Only the hunter’s special Knockout can deliver a nonlethal knockout. Its baton, club, crossbow, and Magic Missile attacks cannot. Knockout (Homebrew). When a conscious creature within 5 feet drops to 1–5 HP, the hunter can use its reaction to make an unarmed strike: +4 to hit. On a hit, the target falls to 0 HP and is unconscious but stable, taking no damage. On a miss, nothing happens.

Reactions

Opportunity Attack. When a hostile creature the hunter can see leaves its 5-foot reach without Disengaging, the hunter makes one Tracker’s Baton attack.

Description

A tough survivalist who tracks fugitives, endures rough country, and uses a little purchased magic to stop prey from escaping.

Pigdicker

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