The Wild Hunter (5E Monster Stat Block)

The Wild Hunter

Medium or Large Humanoid (Any), Chaotic Neutral


Armor Class 17 (Light)

Hit Points 252 (28d8 + 140)

Speed 30 ft.


STRDEXCONINTWISCHA
18 (+4)20 (+5)18 (+4)12 (+1)16 (+3)12 (+1)

Saving Throws Strength +8, Dexterity +9, Constitution +8, Wisdom +7

Skills Acrobatics +9, Athletics +8, Stealth +9, Animal Handling +7, Perception +7, Survival +7, Intimidation +5

Damage Resistances Bludgeoning, Piercing, Slashing

Damage Immunities Poison

Condition Immunities Poisoned

Senses Passive Perception 17

Languages Any two languages

Challenge 12

Proficiency Bonus +4


Fortified. The hunter is resistant to bludgeoning, piercing, and slashing damage.

Trailblazer. The hunter is unaffected by difficult terrain.

Sneak Attack. If the hunter makes a weapon attack with advantage against a target, they deal an additional 2d6 sneak attack damage.

Actions


Multiattack. The hunter makes three club or shortbow attacks. Alternatively, the hunter makes two spiked-club or shortbow attacks and one impaling shot, if available.

Spiked-Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 4) bludgeoning damage and 12 (4d4 + 4) piercing damage. If two attacks hit the same target, which don’t have to be consecutive, choose one of the following effects:

  • Knock! The target is knocked prone.
  • Fear Me! The target must succeed a DC 17 Charisma saving throw or be frightened of the hunter until the end of their next turn.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., Hit: 17 (4d6 + 5) piercing damage and 8 (4d4) poison damage. If two attacks hit the same target, which don’t have to be consecutive, make a shortbow attack against a second target at disadvantage.

Impaling Shot (Recharge 5-6). The hunter nocks an arrow to their shortbow as far as it can go before releasing it to impale its target. A target within 120 ft must succeed on a DC 17 Dexterity saving throw or take 6d8 piercing damage, 3d6 poison damage, and be restrained until the end of the hunter’s next turn.

Bonus Actions


Stalking Prey. The hunter takes the Hide action. The hunter rolls a Stealth ability check against one target within 30 ft that they are not engaged with. If the roll is higher than the target’s passive perception, then the hunter’s next weapon attack is made with advantage against them until the end of their next turn.

Reactions


Claw Boots. When a melee attack hits or misses the hunter, they make a clawed boot attack against the attacker. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 8 (1d8 + 4) slashing damage and the target is pushed back 10 ft.

Signature Actions


The hunter has three signature actions. Each one can be used once per encounter, only at the end of an enemy’s turn, and only one can be used per round.

Triple Shot. The hunter makes three shortbow attacks against three separate targets.

Smash. The hunter makes three spiked-club attacks against a single target.

Sniper. The hunter takes the Dash action without provoking attacks of opportunity, then makes three shortbow attacks against one target.

Description


A hunter is skilled at hunting monstrous beasts, stalking their prey, and waiting for the right moment to strike.

However, when that moment doesn’t come or their prey stands its ground, a hunter is ready to fight to the death for its trophy.

Hunters make their homes in the wild, living off the game they hunt and honing their skills. However, no matter how skilled they are, they know that their fates could change in an instant and they could become the hunted at any time.

In

,
Verified by MonsterInsights