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Mage Hunter

Large monstrosity, Lawful Evil

Armor Class 15 (natural armor)

Hit Points 85 (10d10 + 30)

Speed 40 ft., fly 10 ft., climb [object Object] ft.

STR 19 (+4)
DEX 15 (+2)
CON 16 (+3)
INT 11 (+0)
WIS 17 (+3)
CHA 10 (+0)

Saving Throws INT +3, WIS +6, CHA +3

Skills Perception +9, Stealth +5

Condition Immunities blinded, charmed, deafened, frightened, prone

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19

Languages understands Common but can't speak

Challenge 5

Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.

Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack (Hunter Form Only). The hunter makes two Claw attacks.

Claw (Hunter Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hunter can't make a Tail attack against another target.

Mage Tracker (Sentry Form Only). The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour. While marked, a creature can't become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature.

Bonus Actions

Shift Form. The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.

Reactions

Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.

Source

SCC, p. 199