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Ranged Skirmisher

Proficiency Score: +8

Medium; [dependent]; canine, humanoid


Armor Class: 25 (+5 Dex, +2 Armor, +8 Proficiency)

Hit Points: 128 (16d8)

Speed: 25 feet

Initiative: +5


STRDEXCONINTWISCHA
16 (+3)20 (+5)10 (+0)10 (+0)16 (+3)10 (+0)

Saves: Fortitude +8, Reflex +13, Will +11

Skills: Acrobatics +13, Athletics +11, Perception +11+1d4, Stealth +13+1d4, Survival +11+1d4

Senses: Passive Perception 21

Languages: Attano (a little), Common


Battle Blooded. Once per 24 hours, when you gain the Dying condition but is not instantly killed, it can fight on for an extra round as if Enfeebled 1, foregoing the Dying and Unconscious conditions for that round. At the end of your next turn, unless it is brought above 0 hit points, you immediately fall Unconscious and gains the Dying condition.

Quick Reflexes. Gain 5 extra reactions for a total of 6 reactions per round.

Scent (Canine). You gain the scent ability. When rolling a Perception against a creature which currently has the Invisible condition, you do not take disadvantage. You treat Sensed creatures as Concealed and, if they have attacked you or an ally within the past hour, they do not gain advantage on attacks from the condition. You treat Concealed creatures as Seen/Heard. You gain no benefits against a creature with the Covered condition.

Actions

Accurate Stance. As an action, take this stance to gain advantage on attacks and ignore penalties from the Concealed or Covered condition while treating Sensed creatures as Concealed. If you score a critical hit while in Accurate Stance, you deal triple damage and can reroll 1s once.

Composite Longbow. Melee Attack +13 (deadly 1d10, propulsive) wit 2d8+1d6+3 piercing damage. Ignore penalties from the Concealed or Covered condition.

Dagger. Melee Attack +13 (agile, finesse, thrown 15 feet, versatile (slashing)) with 1d4 piercing damage.


Equipment