Pointy Hat_ the Carrion Hunter_240913_120918
Pointy Hat_ the Carrion Hunter_240913_120918
Pointy Hat_ the Carrion Hunter_240913_120918
Hello! This is Playtest Content! As such, it might change in time, this is not a final
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This product is a work of fiction.
Ambush Predator. Once per turn, when the carrion hunter uses the Attack
action against a creature it is hidden from, the carrion hunter can attack twice,
instead of once.
Archranger. The carrion hunter cannot become lost except by magical
means; difficult terrain, magical or nonmagical, doesn’t slow its travel; and it
has advantage on all Intelligence (Nature), Dexterity (Stealth), and Wisdom
(Survival) checks.
Beastly Bond. The carrion hunter is always aware of the direction to the
location of its carrion companion. If the carrion companion is moving, the
carrion hunter knows the direction of its movement. It is always aware of its
carrion companion’s emotional state, whether it is in danger or safe, and
whether it is alive or dead.
Companion Phylactery. If its carrion companion is still alive, a destroyed
carrion hunter gains a new body in 1 day, regaining all its hit points and
becoming active again. The new body appears within 5 feet of its companion.
Confirmed Kill. When the carrion hunter brings a creature to 0 hit points, it
can immediately make an additional bow attack at a creature it can see within
range.
Magic Resistance. The carrion hunter has advantage on saving throws
against spells and other magical effects.
Moment’s Notice. The carrion hunter rolls initiative with advantage, and
cannot be surprised.
Tactical Retreat. If its carrion companion dies, the carrion hunter can
immediately move up to twice its speed without provoking attacks of
opportunity.
Turn Resistance. The carrion hunter has advantage on saving throws against
any effect that turns undead.
ACTIONS
Multiattack. The carrion hunter makes two Bow attacks or two Scimitar
attacks.
Bow. Ranged Weapon Attack: +11 to hit, range 200/800 ft., one target. Hit: 14
(2d8+5) piercing damage plus 9 (2d8) necrotic damage.
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12
(2d6+5) slashing damage.
Command. The carrion hunter commands its companion, allowing it to strike
instead. The carrion companion uses its action and may move up to its speed.
Spellcasting. The carrion hunter casts one of the following spells, requiring no
material components and using Wisdom as the spellcasting ability (spell save
DC 18):
● At will: hunter’s mark, longstrider, speak with animals
● 3/day each: blink, ensnaring strike, hold person, locate object,
pass without trace, spider climb, vampiric touch
● 2/day each: animate dead (cast at 4th level), greater
invisibility, locate creature, nondetection, see invisibility
● 1/day each: blight (cast at 6th level), cloudkill (cast at 6th
level), hallucinatory terrain, tree stride
BONUS ACTIONS
Hide. The carrion hunter makes a Dexterity (Stealth) check in an attempt to
hide.
CARRION COMPANION
ACTIONS
Multiattack. The carrion companion makes two claw attacks and one maw
attack.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6+6)
slashing damage.
Maw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17
(2d10+6) piercing damage plus 5 (1d10) necrotic damage.
Tactics:
● The carrion hunter will engage enemies from a very long range and, if possible, while
hiding, ambushing them from a distance and dispatching them before its enemy can
get to it. The hunter will make one attack, stealth away to a different position, and
then make another attack, so that its position remains hidden to its mark.
● If it is forced to fight its enemies head-on and cannot hide, the carrion hunter will stay
behind its carrion companion and let it tank.
● If the carrion hunter is losing the fight, it will use its Tactical Retreat ability to fall back
while the carrion companion slows down their attackers. This gives the carrion hunter
more of a chance to get away without risk, since if only one dies the other will
resurrect.
● If the carrion hunter dies before its carrion companion, the companion will use its
Beastly Rage ability to try either to kill the remaining enemies or weaken them
enough to not give chase.
● You can decide how tanky (and how hard to kill) the carrion companion is by
increasing its HP according to how many souls it has been able to feast upon.