Seeking Huntsman (5e Creature)

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Seeking Huntsman[edit]

Medium humanoid (any race), any alignment


Armor Class 17 (studded leather)
Hit Points 110 (17d8 + 34)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 15 (+2) 14 (+2) 20 (+5) 11 (+0)

Saving Throws Str +6, Dex +9, Wis +9
Skills Nature +6, Perception +13, Stealth +9 (+19 with pass without trace), Survival +13
Proficiency Bonus +4
Senses passive Perception 23
Languages any three languages (usually including Common and Sylvan)
Challenge 11 (7,200 XP)


Evasion. When the huntsman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pack Tactics. The huntsman has advantage on an attack roll against a creature if at least one of the huntsman's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The huntsman is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following ranger spells prepared:

1st level (4 slots): animal friendship, hail of thorns, hunter's mark
2nd level (3 slots): pass without trace, spike growth
3rd level (3 slots): conjure barrage, nondetection
4th level (3 slots): freedom of movement, locate creature
5th level (1 slot): swift quiver

Sureshot. A ranged weapon deals one extra die of damage when the huntsman hits with it (included in the attack).

ACTIONS

Multiattack. The huntsman makes three attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Call the Hounds (1/Day). The huntsman magically summons four dire wolves, which are fey instead of beasts. Summoned wolves appear in unoccupied spaces within 30 feet of the huntsman, act as its allies, roll initiative and act in the next available turn, and can't be controlled by any other creature. They disappear when they reach 0 hit points or after 1 hour.

REACTIONS

Countershot. The huntsman adds 4 to its AC against one ranged attack that would hit it. To do so, the huntsman must see the attacker, be wielding a ranged weapon, and have ammunition for that weapon.

The seeking huntsmen are some of the greatest hunters in the world, able to flawlessly track any quarry. While they are dead-shot archers in their own right, they call upon sylvan magic to track their enemies, lend haste to their shots, and conjure hounds from the Feywild. While many rangers stand as the last line of defense between civilization and the wilderness, huntsmen actively seek out and destroy mythic monsters, despoiling undead, and anything else that threatens either of the two worlds they walk.

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