Hunter, of the Lake Tribe
Hunter, of the Lake Tribe CR: 9
STR
20 +5
DEX
18 +4
CON
14 +2
INT
10 +0
WIS
14 +2
CHA
12 +1
Firbolg Magic (1/Day each). Hunter can cast Detect Magic and Disguise Self, using Wisdom as his spellcasting ability for them. When he use this version of disguise self, he can seem up to 3 feet shorter than normal. Teachings of Aerister. Hunter can cast the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14,+6 to hit):
- At Will: druidcraft.
- 1/Day each: entangle, goodberry, pass without trace, spike growth.
Indomitable (2/Day). Hunter rerolls a failed saving throw. Powerful Build. Hunter counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift. Speech of Beast and Leaf. Hunter has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of his words, though he has no special ability to understand them in return. He has advantage on all Charisma checks made to influence them.
Actions
Multiattack. Hunter makes three longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1D8+5 piercing damage, or 1D10+5 piercing damage if used with two hands, plus 2D6 piercing damage if the champion has more than half of its total hit points remaining. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1D6+5 piercing damage, plus 2D6 piercing damage if the champion has more than half of its total hit points remaining. BONUS ACTIONS Hidden Step (4/Day). Hunter magically turns invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw. Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
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