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Vaelthar Hunter

Vaelthar Hunter

Medium humanoid, neutral evil

Face and form obscured by it's heavy cloak, the Vaelthar Hunter is the terrifying scout and assasin for the Iron Dominion. These mysterious beings are rarely seen, and never lose a target. Hiding and attacking from the shadows, they rely on massive damage each turn to strike down their prey. When found, the Hunter simply activate's it's cloak and becomes invisible, letting it attack again with devistating damage. A Vaelthar Hunter's target rarely knows it is being hunted, until it is too late.

Armor Class 15 (Hunter's Cloak, Medium Armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft., climb 30 ft.
STR
16
(+3)
DEX
20
(+5)
CON
18
(+4)
INT
14
(+2)
WIS
18
(+4)
CHA
8
(-1)
Saving Throws Dex +9, Con +8, Wis +8
Skills Perception +12, Stealth +13, Survival +8, Investigation +6
Damage Resistances Force, Necrotic, Psychic
Senses darkvision 120 ft., passive Perception 22
Languages Basic, Vaelari
Challenge 9 (5,000 XP)

Chaos Harded Physiology. The Hunter has resistance to force, necrotic, and psychic damage. Additionally, it has advantage on saving throws against spells and other magical effects.

Hunter's Camouflage. While the Hunter is not wearing heavy armor, it can attempt to Hide even when only lightly obscured by shadows, smoke, foliage, rubble, or similar terrain. The Hunter has advantage on Dexterity (Stealth) checks made while stationary. If the Hunter hasn't moved during its previous turn, creatures have disadvantage on Wisdom (Perception) checks made to locate it.

Hunter's Mark. As a bonus action the Hunter can choose a creature it can see within 300 ft and mystically mark it as its prey. For one hour, the Hunter deals an extra 2d6 damage to the target whenever it hits with a Sniper Rifle attack. The Hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) check it's target makes to find it. If the target drops to 0 hit points before this spell ends, the Hunter can use a bonus action on a subsequent turn to mark a new creature.

Perfect Shot. If the Hunter spends its entire turn without moving, it enters a state of perfect focus until the beginning of its next turn. While in this state: Its movement speed becomes 0. It has advantage on its next Sniper Rifle attack. The attack ignores half and three-quarters cover. The rifle's range is doubled. The Hunter cannot be surprised.

Actions

Multiattack. The Hunter makes one attack with its Sniper Rifle, or two attacks with its Hunting Knife.

Sniper Rifle. Ranged Weapon Attack: +3 to hit, range 300/1,200 ft., 1 target. Hit: 2d10+5 piercing damage. Cooldown: 1 shot. If the Hunter has advantage on the attack, the attack deals an additional 3d10 piercing damage. If the attack is against a target the Hunter has designated with Hunter's Mark, the attack does an additional 2d6 necrotic damage.

Hunting Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+5 piercing damage and 1d6 necrotic damage. If the Hunter has advantage on the attack, it deals an additional 2d6 damage.

Bonus Actions.

Ghost Step. The Hunter moves up to half its speed without provoking opportunity attacks. If it ends this movement in cover, darkness, or heavy obscurement, it can immediately attempt to Hide.

Hunting Cloak. As a bonus action, the Hunter activates its Chaos-powered cloaking system, becoming invisible for up to 1 minute. The invisibility ends immediately after the Hunter makes an attack or casts a spell. Recharge: 1/Long or Short Rest

Reactions

Evasive Instinct. When the Hunter is hit by an attack it can see, it can move up to 15 feet without provoking opportunity attacks and impose disadvantage on the triggering attack's damage roll. If the attack misses because of disadvantage, the Hunter can immediately attempt to Hide. Recharge: 1/round.