The enigmatic ranger who is now known only as The Huntsman is a brutal and gleefully wicked individual. Having served in the military skirmishes against another nation, his hatred and savagery against them know no bounds. He has been dismissed for disobeying orders and threatening the peace twice, and each time conflict rises up against the former enemies, a team is sent to recruit him.
The Huntsman is a loose cannon in the worst way, dangerous to everyone around him and likely to cause enormous damage. As a hunter, he keeps busy by bringing in those who have gone missing or been kidnapped, criminals, or those who would evade justice- sometimes alive, often dead. He savours every horrified stare and gasp as he dumps a bloody carcass on the table and counts his reward- he knows they need him. How you can use the Huntsman in your games: - As a part-time bounty hunter, the Huntsman might end up in competition with your PCs, whether as part of the same expeditionary party or a rival. He is not above sabotaging their trek, fouling water supplies or food, or even leaving booby-traps designed to cripple others and divert resources to get them back to healing. He knows no shame, only victory. - If the PCs anger the rulers of this kingdom (whether rightly or falsely), the Huntsman may be dispatched to bring them in. His approach with targets who he is being paid to kill is even less gentle than above- he is happy to harm bystanders to delay aid, sabotage bridges, lead nearby monsters into ambushes, and cause forest fires to interrupt sleep or rest. - In a military setting, the PCs might be in a situation where they have to deal with the Huntsman in the field- and being on the same side as him might be more difficult than dealing with his as a declared enemy. He has no patience for those who cannot keep up, and a burning hatred for his own enemy. And when he hears that peace talks are to be happening, and goes missing... the PCs may have to intervene quickly. The Huntsman Medium humanoid (human), neutral evil Hit Points 128 (15d8 + 60) Speed 30ft. Str 17 (+3); Dex 18 (+4); Con 19 (+4); Int 13 (+1); Wis 16 (+3); Cha 9 (-1) Saving Throws Str +7, Dex +8, Con +8 Skills Athletics +7, Intimidation +3, Perception +7, Stealth +8, Survival +7 Senses passive Perception 17 Languages Common Challenge 9 (5,000 XP) Keen Hearing and Sight. The huntsman has advantage on Wisdom (Perception) checks that rely on hearing and sight. Land's Stride. Moving through difficult terrain does not cost the huntsman extra movement. In addition, he can move through plants without taking damage from them if they have thorns, spines, or a similar hazard. Sneak Attack. Once per turn, the huntsman deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the huntsman who isn't incapacitated, and the huntsman doesn't have disadvantage on the attack roll. Vanish. The huntsman can make a Hide action as a bonus action on his turn. In addition, he cannot be tracked by nonmagical means. Actions Multiattack. The huntsman makes three vicious axe or hurled axe attacks. Vicious axe. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d12+3) slashing damage. Hurled axe. Ranged weapon attack: +8 to hit, range 20/60, one target; Hit: 7 (1d6+4) slashing damage. Leave Trap. The huntsman drops a trap in his space and moves up to his speed. The trap is a mechanical device which causes any creature moving into the space to make a Dexterity saving throw (DC 16) or take 11 (2d10) slashing damage and become restrained for 1 minute. A restrained target can make a Strength check (DC 15) to escape as an action on their turn. Also posted on Game Masters Stash on 24 February 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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