Small/Medium humanoid, neutral
- Armor Class
- 15
- Hit Points
- 6 plus six times your Captain level (the hunter has a number of Hit Dice [d8s] equal to your Captain level)
- Speed
- 30 ft., climb 30 ft.
- Proficiency Bonus
- equals your Proficiency Bonus
- Saving Throws
- Dex 3+PB, Str 0+PB
- Skills
- Survival +3, Perception +3
- Senses
- passive Perception 13
- Languages
- Common plus one other language
Traits
Simple and Martial weapons; Light and Medium armor, Shields
Martial Excellence. The hunter has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Elusive. Ranged attacks against the hunter have Disadvantage.
Actions
Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d6 plus your Charisma modifier Piercing damage.
Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, range 80/320 ft. Hit: 1d8 plus your Charisma modifier Piercing damage.
Trick Shot. dex DC equals your Cohort save DC, one creature within range of the hunter's weapon. The hunter chooses one of the following effects:
- Pushed. The target is pushed 10 feet straight away from the hunter.
- Prone. The target has the Prone condition.
- Sapped. The target has Disadvantage on its next attack before the start of the hunter's next turn.
Bonus Actions
When the hunter hits with a Ranged weapon, it marks the target. The hunter has Advantage on ranged attack rolls against the marked target for 1 minute or until it uses this feature again.
Bullseye Strike. The hunter deals 1d10 extra damage on a hit with a Ranged weapon. The damage is the same type dealt by the weapon.
Kill Shot (1/Day). The hunter deals 4d10 extra damage on a hit with a Ranged weapon. If the target has 50 Hit Points or fewer after taking damage, it dies.