Medium or Small Humanoid, Typically Neutral Evil
AC 18    Initiative +6 (16)
HP 110 (13d8 + 52)
Speed 40 ft.
Mod Save
STR 20 +5 +8
DEX 20 +5 +8
CON 20 +5 +8
Mod Save
INT 12 +1 +1
WIS 16 +3 +6
CHA 10 +0 +0
Skills Acrobatics +8, Athletics +8, Perception +6
Vulnerabilities Radiant
Resistances Psychic
Immunities Necrotic; Charmed, Frightened
Gear Breastplate, [Tooltip Not Found], [Tooltip Not Found], Shield
Senses Darkvision 60; Passive Perception 18
Languages Common
CR 5 (XP 1,800; PB +3)
Traits

Alchemical Enhancement. The Hunter has Advantage on Initiative rolls and on saving throws against effects that would alter its memories, control its actions, or incapacitate it through psychic means.

Accelerated Regeneration. At the start of each of its turns, the Hunter regains 5 Hit Points if it has at least 1 Hit Point remaining. This trait doesn't function if the Hunter took Radiant damage since the end of its previous turn.

Iron Creed Conditioning. The hunter is immune to the Charmed and Frightened conditions, except when these conditions are imposed by the Redeemer or an authorized member of the Iron Creed. The hunter has advantage on Intimidation checks and disadvantage on Insight and Persuasion checks involving empathy or kindness.

Optical Purge Line. The hunter can see normally through magical darkness within 60 feet. It automatically recognizes the presence of shapeshifters and magical illusions within 15 feet, though it doesn't necessarily discern their true forms.

Warden's Memory. The hunter perfectly recalls any written text, spoken phrase, or map it has encountered within the previous 30 days.

Shadow Stalker. While in dim light or darkness, the hunter has advantage on Dexterity (Stealth) checks. Additionally, it can take the Hide action as a Bonus Action while in dim light or darkness.

Necrotic Immunity Breach. If the hunter would deal at least 40 necrotic damage with its Serrated Shadow to a necrotic-immune creature during a single turn, before applying immunity, that creature instead takes half that accumulated damage at the end of the turn.

 

Actions

Multiattack. The Hunter makes three attacks using its Serrated Shadow or Black Spark Bolt in any combination.

Serrated Shadow. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Necrotic damage.

Black Spark Bolt. Ranged Attack Roll: +8, reach 60/120 ft. Hit: 15 (2d10 + 4) Radiant damage.

Corruptive Strike (1/Turn). When the hunter hits a creature with its Serrated Shadow, it can deal an additional 3 Necrotic damage to the target. The hunter takes 1 Necrotic damage, which cannot be reduced or prevented by any means.

Blade Lock. If the hunter and another creature wielding a Sparkblade or Serrated Shadow have successfully hit each other with their respective weapons during the same round, the hunter can initiate a blade lock. Both creatures make a contested Strength (Athletics) or Dexterity (Acrobatics) check. The winner chooses to deal 9 (2d8) additional Necrotic damage to the loser or push the loser 10 feet away. The loser has disadvantage on its next attack roll.

Cut Through Anything. The hunter focuses its Serrated Shadow upon a nonmagical, inanimate object, silently cutting through up to 1 foot of metal, 2 feet of stone, or 5 feet of wood or softer material. When simply attacking objects, the weapon deals 16 Necrotic damage per hit regardless of the object's normal damage resistances. This ability cannot penetrate artifacts, adamantine, or divine materials.

Bonus Actions

 

Manifest Serrated Shadow. The hunter manifests or dismisses its Serrated Shadow. The manifested weapon cannot be disarmed through ordinary means. If destroyed, it can be recreated through a 1-minute ritual costing 5 Hit Points.

Marked for Extermination. The hunter designates one creature it can see within 60 feet as its quarry for 1 minute, until the target dies, or until it designates another creature. The hunter has advantage on Wisdom (Survival) checks to track its quarry and deals an additional 7  (2d6) Necrotic damage to it once on each of the hunter's turns when it hits with its Serrated Shadow.

Shadow Slip. While in dim light or darkness, the hunter magically teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness.

Reactions

Deflect Attack. Trigger: The Hunter is hit by an attack it can see. Response: The Hunter generates a brief Necrotic barrier, adding +3 to its AC against the triggering attack, potentially causing it to miss.

Relentless Pursuit. Trigger: The hunter's marked quarry voluntarily moves out of the hunter's melee reach.
Response: The hunter moves up to half its Speed toward the quarry without provoking Opportunity Attacks. If it ends this movement within 5 feet of the quarry, it can make one Serrated Shadow attack against it.

Description

A former Sparkborn twisted by the Iron Creed into a relentless executioner, the Creedmarked Hunter exists to hunt deserters, eliminate Peace Wardens, and exterminate enemies of the Creed. Its alchemically modified body is exceptionally resilient, while the Serrated Shadow allows it to bypass conventional defenses and butcher heavily armored opponents.

Habitat: Any

GameAvengerSD

Comments

Posts Quoted:
Reply
Clear All Quotes