The Wild Hunt
The Wild Hunt
STR
17 +3
DEX
19 +4
CON
19 +4
INT
11 +0
WIS
12 +1
CHA
10 +0
• Rampage
when reduce a creature to 0 hit points with melee attack in turn, bonus action to move speed and make bite attack:
***Gnoll Bite.*** Attack: +5 / 2d10+5 piercing damage and target must make DC 12 Con save or take 2d6 poison damage.)
• Fighting Style (Two-Weapon Fighting)
• Second Wind (regain 1d10+6 h.p.)
• Action Surge (extra action in turn once betw. short rests)
• Extra Attack (2/attack)
Combat Superiority
• four 1d8 Superiority dice per short or long rest
• Maneuver Save DC 15
Maneuvers Known [PHB p. 74]
• Commander's Strike (ally uses your action to attack)
• Precision Attack (add die to attack)
• Evasive Footwork (add die to AC)
Fighting Style: Two-Weapon Fighting. Add ability modifier to damage of second weapon's hits.
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 slashing damage.
Hand Crossbow Ranged Weapon Attack: +7 to hit. Hit: 1d6+4 piercing damage. (Normal range to 30 ft.; disadvantage long range 31 to 120 ft. Reloading limits to only one attack per round regardless of extra attacks.)
Huntsman's Hounds
Armor Class 13
14 (+2) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
Skills Perception +3, Stealth +5
Pack Tactics. The wild hound has advantage on an attack roll against a creature if at least one of the wild hound’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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