The Relentless Seeker (5E Monster Stat Block)

The Relentless Seeker

Medium Humanoid (Any), Any alignment


Armor Class 15 (Medium Armor)

Hit Points 150 (25d8 + 50)

Speed 30 ft.


STRDEXCONINTWISWIS
16 (+3)14 (+2)14 (+2)16 (+3)14 (+2)10 (+0)

Saving Throws Strength +6, Dexterity +5, Intelligence +6

Skills Athletics +6, Sleight of Hand +5, Medicine +5, Survival +5

Senses Passive Perception 12

Languages Any two languages

Challenge 6

Proficiency Bonus +3


Undeterred. The seeker is not affected by difficult terrain and can move normally, unhindered.

Focused (3/Day). The seeker makes one melee weapon attack at advantage.

Actions


Multiattack. The seeker makes three whip, rapier, or dagger attacks.

Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 3) slashing damage. If two attacks hit the same target, which don’t have to be consecutive, choose one of the following effects:

  • Snap. Make one whip attack against a second target within 15 ft.
  • Sweep. Move the target up to 15 ft horizontally.
  • Restrain. The target is restrained until the end of their next turn, but the seeker can’t make any whip attacks until the target is released.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 3) piercing damage. If two attacks hit the same target, which don’t have to be consecutive, the target must succeed a DC 15 Dexterity saving throw or the seeker maneuvers behind the target, without provoking attacks of opportunity, makes one rapier attack with advantage, scoring a critical hit on a 19 or 20. On a hit, the target is incapacitated and their speed is reduced to zero until the end of their next turn.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., or range 20/60, one target. Hit: 8 (3d4 + 2) piercing damage and 6 (3d4) poison damage. If two attacks hit the same target, which don’t have to be consecutive, their speed is reduced to zero and they take no reactions until the end of their next turn.

Hunting Rifle (Recharge 5-6). The seeker fires their hunting rifle at one target they can see within 120 ft. The target must succeed a DC 15 Dexterity saving throw or take 8d8 piercing damage and is poisoned until the end of their next turn. On a success, the target takes half damage and isn’t poisoned.

Bonus Actions


Bring To Heel! If a target is restrained by the seeker’s whip, they take 6 (2d6) bludgeoning damage, are knocked prone, are no longer restrained, and can’t take reactions until the end of their next turn.

Reactions


Recoil. If an attack hits or misses the seeker, they can make one whip or rapier attack against the attacker if they are within range.

Signature Actions


The seeker 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.

  • Capture. The seeker makes one whip attack against a target, and on a hit, the target is pulled up to 15 ft. towards them.
  • Hostage. The seeker moves to the nearest target within 30 ft without provoking attacks of opportunity and the next attack made against the seeker is made against the target adjacent to the seeker instead.
  • Final Shot. The hunting rifle automatically recharges, if it hasn’t already, and the seeker makes a hunting rifle attack against a target. Afterwards, the hunting rifle becomes unusable.

Description


A seeker is paid to track down the most dangerous or hardest to find prey. When hired, no employer questions their methods, just their ability to get the job done.

To the highest bidder is what calls a seeker to a job, not the danger. Danger is what they’re prepared for; it is what they have been trained for. The only thing that concerns them is whether the pay is high enough.

If one finds themselves the target of a seeker, consider yourself unlucky, and know that you probably can’t afford them.

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