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The Hunter's Journal _ GM Binder
The Hunter's Journal _ GM Binder
The Hunter's Journal _ GM Binder
by /u/aeyana
Credits Table of Contents
Lead Designer: /u/aeyana (@silverbass#2407) Part 1: Hunter's Bonds ................................................3
Motivation .......................................................................................... 3
Cover Art: Marda Deer (Black Deer) Connection to the Wild ................................................................... 4
Interior Art: Juliana Taylor (Forsaken), Veli Nyström (Forest), Nemesis ..............................................................................................5
Part 2: Hunter's Arsenal ........................................... 9
Sam Leung (Archer Warrior), Billy Christian (Shadowcrest, the
Subjugator), Algido (TheMark), Piotr Uzdowski (Cultist),
Rusty001 (Smoke Bombs), Ivan Tantsiura (HUNT: Showdown Adventuring Gear ............................................................................. 9
Bear trap concept), Hekkil (fox'n'owl), Njarla (Blood Bow),
Magic Items .....................................................................................12
MartinL (Common crow chrysalis), Unknown (Lightning
Spell Lists ........................................................................................19
Wolf), Степан Гончаров (Stone Turtle), Lucky978 (Fire Fox),
Spell Descriptions ......................................................................... 19
lBlacKiE-MaiDeNl (WASD#04 | Hagellia Sapar), Mark Faasen Part 3: Wilderness Environments ...................27
(Alpine Beacon), Wesley Gardner (Ranger Concept Art), Veli Environment Statistics ................................................................. 27
Nyström (Ruins), Jacob Houghton (oldworld), Rachel Walpole Example Environments ................................................................ 33
(Glacier Mountain Concept), Olivier Ruillard (Castaway), Alex Part 4: Creature Statistics ...................................46
van der Linde (Land of Sand), Alessandro Paviolo (Mystical Prey ...................................................................................................45
Forest), AnekaShu (savanna), Alexis Susani (The hills of Nonplayable Characters ............................................................... 49
Haldia), Logan Feliciano (#MaySketchaDay 02), John Su (Tree
in the ocean), Into the Bear (Swamp), Martin Jencka (The
Deep Down), Tom Garden (Water Temple Entrance), Atey
Preface
Ghailan (130/365 Bloodborne), Nick Sawyer (Darkest The Hunter's Journal is a equipment, flavor, and monster
Dungeon Bounty Hunter), Sam Leung (The Slayer), Victor Tan supplement created for the hunter class, a replacement for
(DnD Gloom Stalker Ranger Commission), Nick Storozhenko
the ranger class. It provides additional character creation
(Forest Gate)
ideas and background for characters of the hunter class, an
arsenal of adventuring equipment for use exploring and
tracking in the wilds, magic items that interface with the
hunter class or otherwise are suited for use in hunting and
survival, and a variety of monsters and nonplayable
characters that wander the wilds. This supplement is
expands on the exploration pillar of play.
The contents of this compendium are intended to be
balanced for play in a Dungeons & Dragons Fifth Edition
game that utilizes the hunter class.
Other Formats
This book can be found in PDF format. The contents of this
book can also be integrated with the following systems:
Avrae
The contents of this book can be loaded into the Avrae
discord bot:
For items, subscribe to this pack
For spells, subscribe to this tome
ON THE COVER For monster statistics, import this bestiary
A black deer stands amid autumn colors CritterDB
Art by Marta Deer, Black Deer These monster statistics were made in CritterDB.
The Hunter's Journal is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast.
Part 1: Hunter's Bonds
Most people enjoy their comfortable lives in there, in
the city. Behind walls and under roofs, nice and warm, con-
tent and utterly unconcerned with their own survival. But out
here in the wilds, we don't have those luxuries. Here, the
monsters prowl, and it's our job to stop them.
–Aurora Kealin
Hunters are daring wanderers who guard the edges of civil-
ization, braving the wild lands and keeping its denizens at
bay. Some walk the path to defend their home, while others
seek riches, fame, or merely the thrill of the kill. Tireless,
hunters are vital to the preservation of a healthy ecosystem.
A connection to the prey they hunt imbues every hunter's
personality and history. Some seek vengeance on a foe that
has wronged them in the past. Others brave the wilds in
search of fortune, either in lost treasure or in the rare guts of
a magical beast. Still others maintain a balance across the
wilderness, protecting travelers and beast alike and keeping
the worlds of civilization and wilderness in harmony.
If you're creating or playing a hunter character, this section
offers ideas for embellishing the character and enhancing
your roleplaying experience. It focuses on three aspects: a
hunter's motivations, connections to the wild, and nemeses.
For non-hunter characters, concepts from this section can be
used to create a powerful and recurrent nemesis.
Motivation
Various forces can push one away from the tranquility of
civilization and down the bloody path of the hunter. What
spurred your character to walk the wild lands? Was the
choice made because of tradition or curiosity, or do you have
a grudge to settle? Roll a d6 and find the number you rolled
on the Motivations table.
Motivations
d6 Motivation
I found purpose in the thrill of the hunt,
1 adrenaline rushing through my veins as I cut my
teeth and honed my craft against wild beasts at
the edge of civilization.
I seek bitter vengeance against a terrible mon-
2 ster that brought great tragedy upon me and
those I hold dear.
I suffer from insatiable wanderlust, and the end-
3 less hunt has given me reason not to remain in
one place for too long.
I have seen (and suffered) what happens when
monsters roam unchallenged. I took it upon
4 myself to become the first line of defense
against the dangers that lie beyond the brink of
of civilization.
T
his chapter describes additional
equipment, items, and spells for player
characters. It includes both magical and
mundane items for use by adventurers Adventuring Gear
braving the wild lands, and offers more ways
to interact with the world's environments, Item Cost Weight
trap prey, and conduct battle. Animal bait
Aquatic bait 1 cp —
Adventuring Gear Herbivore bait 1 sp ½ lb.
This section describes items that have special rules or Carnivore bait 1 gp 1 lb.
require further explanation, presented in alphabetical order.
Animal Bait. Animal bait grants advantage on checks Bola 5 sp 1 lb.
made to lure, hunt, or tame beasts, and can be prepared as Cage
part of a short rest using specific materials: grubs and insects
for aquatic bait, aromatic fruits and herbs for herbivore bait, Cage (1 foot) 3 gp 10 lb.
and the remains of a freshly slain animal for carnivore bait. Cage (5 foot) 30 gp 100 lb.
Bola. A bola consists of weighted balls attached by cord, Cage (10 foot) 300 gp 1,000 lb.
and is used to ensnare and slow down prey. As an action, you
can throw a bola up to 20 feet. Make a ranged attack against Camouflage 10 gp 10 lb.
a creature or object, treating the bola as a simple weapon. On Hammock 1 gp 3 lb.
a hit, the bola deals no damage, and the target becomes en-
tangled if it is a Large or smaller creature. The bola has no Rain catcher 1 gp 5 lb.
effect on creatures that are formless, creatures that don't use Smoke bomb 25 gp ½ lb.
legs for movement, or creatures that are Huge or larger. The Thumper 400 gp 3 lb.
entangled creature's speed is halved, and it falls prone after
using the Dash action. A creature can use its action to un- Tracking scent (vial) 5 gp —
tangle itself or another creature within its reach. Dealing 5 Trapper's kit 2 gp 5 lb.
slashing damage to the bola (AC 10) also frees the creature
without harming it, ending the effect and destroying the bola. Tree stand 25 gp 10 lb.
Cage. A cage has a door or opening on one of its faces, and Whistling ammunition
can contain a certain number of creatures depending on the Whistling arrows (20) 5 gp 1 lb.
size of the cage. Breaking the cage requires a successful DC
20 Strength check. Each cage comes with one key. Without Whistling blowgun needles (50) 5 gp 1 lb.
the key, a creature proficient with thieves' tools can pick the Whistling crossbow bolts (20) 5 gp 1½ lb.
cage's lock with a successful DC 15 Dexterity check. The
cage imposes half cover on any attacks that pass through it. Whistling sling bullets (20) 2 sp 1½ lb.
Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from white cloth, appears
empty. Reaching inside the bag, however, reveals
the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object
from the bag and throw it up to 20 feet. When the
object lands, it transforms into a creature you
determine by rolling a d8 and consulting the table
corresponding to the bag's color. The creature
vanishes at the next dawn or when it is reduced to
0 hit points.
The creature is friendly to you and your
companions, and it acts on your turn. You can use a
bonus action to command how the creature moves
and what action it takes on its next turn, or to give
it general orders, such as to attack your enemies. In
the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from
the bag, the bag can't be used again until the next
dawn.
–Dungeon Master's Guide, page 154
T
his section introduces the concept of a Forest environments are diverse in kind, varying between
stat block, similar to that of a creature's, to be different climates. Tropical rainforests teem with different
used in order to streamline exploration and flora and fauna, while temperate or boreal forests shelter
navigation within the wilderness. These stat much different kinds of life.
blocks reference the Dungeon Master's Guide Grassland environments typically feature wide expanses of
in certain places, but restate the mechanisms wild grasses, populated by nimble beasts and stealthy
for convenience. predators. The specific qualities of a grassland depend
An environment as defined in this book is any single area heavily on those of the wild grasses that populate it, with
that has some set of consistent properties. Though generally some grasslands covered entirely by tall, dense grasses and
used to refer to areas within nature, it can also be used to others covered in patches by shorter grasses.
refer to cities or large towns. Most environments consist of Hill environments feature uneven terrain, often hiding
relatively uniform flora, fauna, temperature, and weather burrows or caves amid the numerous hillsides. Characterized
across the area. Environments also can include specific by similarities to mountainous regions, hill environments are
points of interest, such as a hunter's lodge within a forest, or often less extreme in temperature and altitude, and thus are
a witch's hut within a swamp. milder and easier to traverse.
This section contains a selection of ready-to-play, easy-to- Mountain environments contain a number of survival
run example environments, which can be used directly to challenges, including but not limited to extreme altitudes,
represent the climates and terrains experienced in most frigid snowcaps, treacherous narrow baths, secluded caves
adventures. These environment statistics can also be and tunnels, and the risk of rockslides and avalanches.
modified and expanded in order to represent more specific Ocean environments host extreme diversity in flora and
locations within your setting. fauna, due in large part to their vast scale. Traversing ocean
environments typically requires a ship or other water vehicle,
Environment Statistics and survival depends heavily on ability to tap into the marine
fauna by way of fishing. Not all areas within an ocean
An environment's statistics, sometimes referred to as a stat environment may be rich in prey, however, due in part to the
block, provides the essential information you need to interact effect of ocean currents.
with the environment. Swamp environments can be challenging to survive and
traverse due to difficult terrain and brackish waters. The
Environment Type environments contain fauna in the way of fish, turtles, birds,
An environment's type is a rough classification based on its smaller mammals, and alligators. Travelers amid swamps
features. Certain spells, magic items, class features, and must tread with cautions, lest they taste the fangs of the
other effects in the game interact in special ways with swamp's native hunters.
environments of a particular type. Underdark environments can be found amid tunnels and
The environment's type can also be used to determine caverns that lead below the surface. Here, devoid of sunlight,
random encounters using the random encounter tables found resources are typically scarce in the way of plant life. Certain
in Xanathar's Guide to Everything. mushrooms and molds make their home in these dark and
The following environment types are included, although damp underground tunnels, often substituting for plant life
they have no rules of their own. Custom and hybrid for the fauna that makes its home within this environment.
environment types can also be created as necessary. Creatures native to the Underdark are accustomed to life
Arctic environments are cold, barren, and dangerous to the without light, and generally possess alternative methods of
unprepared. Often beset by dangerous weather that hampers detecting and responding to threats.
visibility, becoming lost in such an environment can be fatal. Underwater environments remove much of the
Predators that wander the arctic are generally hardened by productivity of an ocean environment, with waters deplete of
the scarcity of prey, and have adapted to hunt whatever nutrients or oxygen. Such environments are home to ancient
crosses their path. creatures that dwell deep under the surface, many of which
Coastal environments combine challenges from both land may have survived for hundreds of years undisturbed. In
and sea, but also provide the bounty of both. Coastlines addition to sparse resources and mysterious fauna, the
typically have less seasonal variance in temperature, but may extreme depths of an underwater environment also pose
suffer from ocean storms blown in. Smaller islands may danger in the way of crushing pressures, which can spell
exhibit the properties of a coastal environment. quick demise to those who travel unprepared.
Desert environments can be deadly for unprepared Urban environments consist of cities and towns, home to
travelers. With sweltering heat during the day and frigid cold fauna that has adapted to live alongside society. Creatures
during the night, the temperature in the desert requires within urban environments are typically scavengers, or else
explorers to provide preparations for both. The scarcity of are kept as pets. Plants within urban environments exists to
food and water further heightens the difficult journey. Some whatever degree the society around it allows, with some
deserts may have waterholes or oases, wellsprings of life cities being devoid entirely of plant life, while others exist in
amid an otherwise near barren land. union with it. Survival amid urban environments demands a
quite different set of skills from survival in the wilds.
T
his section contains statistics for prey,
various predators, and NPCs utilizing the
hunter class's properties. These stat blocks Beaver
are provided for use as challenges to face, Small beast, unaligned
allies to entreat, and pets and familiars to be
befriended or summoned. These inhabitants
of the wild lands round out the creatures Armor Class 10
provided in the Player's Handbook and Monster Manual. Hit Points 4 (1d6 + 1)
Speed 30 ft., swim 40 ft.
Prey
STR DEX CON INT WIS CHA
Prey are beasts who inhabit the wilds, feeding those who
prowl and hunt. These stat blocks are provided for use as 8 (–1) 11 (+0) 13 (+1) 3 (–4) 12 (+1) 5 (–3)
familiars, pets, prey, or other spells and features that involve
summoning or transforming into beasts. Senses passive Perception 11
The creatures are presented in alphabetical order, Languages —
accompanied by their giant forms. Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3) 4 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 4 (–3)
Giant Otter
Medium beast, unaligned
Giant Fox Armor Class 12
Medium beast, unaligned
Hit Points 11 (2d8 + 2)
Speed 40 ft., swim 50 ft.
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 50 ft. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 6 (–2)
STR DEX CON INT WIS CHA
Skills Perception +3
9 (–1) 15 (+2) 12 (+1) 4 (–3) 12 (+1) 5 (–3) Senses passive Perception 13
Languages —
Skills Perception +3, Stealth +4 Challenge 1/8 (25 XP)
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP) Actions
Keen Hearing and Smell. The fox has advantage on Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Wisdom (Perception) checks that rely on hearing or target. Hit: 4 (1d4 + 2) slashing damage.
smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 13 (+1) 8 (–1) 2 (–4) 12 (+1) 4 (–3) 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3)
Runaway. The rabbit doesn't provoke opportunity Keen Smell. The raccoon has advantage on Wisdom
attacks when it moves out of an enemy's reach. (Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving
throws against poison and disease.
Actions
Giant Rabbit Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
Medium beast, unaligned one target. Hit: 1 slashing damage.
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 50 ft.
Giant Raccoon
STR DEX CON INT WIS CHA Medium beast, unaligned
6 (–2) 13 (+1) 12 (+1) 3 (–4) 12 (+1) 4 (–3)
Armor Class 12
Hit Points 11 (2d8 + 2)
Skills Perception +3
Speed 40 ft.
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
Runaway. The rabbit doesn't provoke opportunity 8 (–1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 7 (–2)
attacks when it moves out of an enemy's reach.
Skills Perception +3, Sleight of Hand +4, Stealth +4
Actions Senses darkvision 30 ft., passive Perception 13
Languages —
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Challenge 1/8 (25 XP)
target. Hit: 3 (1d4 + 1) piercing damage.
Keen Smell. The raccoon has advantage on Wisdom
(Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving
throws against poison and disease.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (–5) 16 (+3) 8 (–1) 2 (–4) 12 (+1) 7 (–2) 2 (–4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 4 (–3)
Skills Perception +4, Survival +4 Swift Response. The master huntsman gains a +4
Senses passive Perception 14 bonus to its initiative rolls.
Languages any one language (usually Common) Quick Reflexes. On each of its turns, the master
Challenge 3 (700 XP) huntsman can use a bonus action to take the Dash,
Disengage, or Hide action.
Hunter's Mark (2/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or Actions
until the hunter falls unconscious, the hunter has Multiattack. The master huntsman makes two attacks
advantage on any Wisdom (Perception) or Wisdom with its longbow or three attacks with its shortsword.
(Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing
Swift Response. The hunter gains a +2 bonus to its damage.
initiative rolls.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5
Actions ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Reactions
Master's Guard. The master huntsman imposes a 1d6
Longbow. Ranged Weapon Attack: +6 to hit, range penalty on one weapon attack that would hit it or a
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing creature within 5 feet of it. The attack must have been
damage. made by the target of the master huntsman's Master's
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 Mark. If this causes the attack to miss, the master
ft., one target. Hit: 7 (1d6 + 4) piercing damage. huntsman can make one weapon attack at the
creature.
Blood Hunter
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
Hunter's Mark (3/Day). The hunter marks one creature Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or it can see within 90 feet of it. For the next hour or
until the hunter falls unconscious, the hunter has until the hunter falls unconscious, the hunter has
advantage on any Wisdom (Perception) or Wisdom advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal (Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its Swift Response. The hunter gains a +3 bonus to its
initiative rolls. initiative rolls.
Actions Spellcasting. The hunter is a 5th-level spellcaster. The
hunter's spellcasting ability is Wisdom (spell save DC
Multiattack. The hunter makes two attacks with its 14, +6 to hit with spell attacks). The hunter has the
longbow or shortsword. following hunter spells prepared:
Longbow. Ranged Weapon Attack: +7 to hit, range Cantrip (at will): mage hand
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 1st level (4 slots): detect magic, entangle, shield
damage. 2nd level (2 slots): magic weapon, silence
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 Actions
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Multiattack. The hunter makes two attacks with its
Exploding Pouch (3/Day). The hunter throws a pouch longbow or shortsword.
of volatile chemicals at a point within 60 feet of it.
Each creature within a 10-foot radius of that point Longbow. Ranged Weapon Attack: +7 to hit, range
must make a DC 13 Dexterity saving throw, taking 18 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
(4d8) piercing damage on a failure, or half as much damage.
damage on a success.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
Reactions ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hunter's Guard. The hunter imposes a 1d6 penalty on Reactions
one weapon attack that would hit it or a creature
Hunter's Guard. The hunter imposes a 1d6 penalty on
within 5 feet of it. The attack must have been made
one weapon attack that would hit it or a creature
by the target of the hunter's Hunter's Mark.
within 5 feet of it. The attack must have been made
Nimble Evasion (Recharges after a Short or Long Rest). by the target of the hunter's Hunter's Mark.
The hunter takes the Dodge action. If it is subjected
Copy Cast (Recharges after a Short or Long Rest).
to an effect that allows it to make a Dexterity saving
The hunter makes a Wisdom check when it sees a
throw to take only half damage while it is dodging, it
creature within 60 feet of it cast a cantrip or spell. The
instead takes no damage if it succeeds on the saving
DC of this check is equal to 10 + the spell's level (DC
throw, and only half damage if it fails.
10 for cantrips). On a success, the hunter knows the
cantrip or spell for 1 minute, and can cast it as if it
were a hunter spell.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
Hunter's Mark (3/Day). The hunter marks one creature Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or it can see within 90 feet of it. For the next hour or
until the hunter falls unconscious, the hunter has until the hunter falls unconscious, the hunter has
advantage on any Wisdom (Perception) or Wisdom advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal (Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its Swift Response. The hunter gains a +3 bonus to its
initiative rolls. initiative rolls.
Force Chains (Recharges after a Short or Long Rest). Breath of the Wild. The hunter can communicate with
When the hunter hits a creature with a weapon attack, beasts.
it can attempt to bind it with planar energy. The target
Flurry (Recharges after a Short or Long Rest). When the
must succeed on a DC 15 Strength saving throw or be
hunter misses with a weapon attack, it can make two
grappled for 1 minute. If the target is a creature that is
additional weapon attack at the same target as part of
not native to the plane, it takes an additional 6 (1d6 +
the same action.
3) force damage and is restrained while it is grappled.
A creature grappled by this ability can use its action to
make a DC 15 Strength check, ending the effect on a
Actions
success. Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Actions
Longbow. Ranged Weapon Attack: +7 to hit, range
Multiattack. The hunter makes two attacks with its 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
longbow or shortsword. damage.
Longbow. Ranged Weapon Attack: +7 to hit, range Shortsword. Melee Weapon Attack: +7 to hit, reach 5
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing ft., one target. Hit: 7 (1d6 + 4) piercing damage.
damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
Reactions
ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
Reactions within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.
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