Reynard Hawk

Level 13
Creature· humanMediumRemaster
AC
33
HP
230
Speed
25 ft.
Perception
+25
Fort
+22
Ref
+25
Will
+21
Resistances fire 10
Languages common
Skills stealth +27, athletics +26, survival +25, crafting +24, acrobatics +23, nature +21, deception +19
Other Speeds climb 10 ft.
Recall Knowledge DC 31 (society)

Attacks

Melee Greataxe +27 (magical, sweep), Damage 2d12+13 slashing plus hunters precision
Melee Fist +26 (agile, nonlethal, unarmed), Damage 1d4+13 bludgeoning plus hunters precision
Ranged Hand Crossbow +26 (magical, reload 1 ft.), Damage 2d6+8 piercing plus hunters precision

Abilities

Prepared Trapperinteraction

A hero hunter carries the materials to Craft two Alarm Snares, two Grasping Snares, one Snagging Hook Snare, and one Stunning Snare. The hero hunter replenishes any used supplies each time they make their daily preparations.

Nimble Dodge

Trigger The hero hunter is targeted with a melee or ranged attack by an attacker they can see


Effect The hero hunter gains a +2 circumstance bonus to AC against the triggering attack.

Reactive Strike
Deadly Snares◆◆◆

The hero hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the hero hunter's Crafting DC if it's higher than the snare's DC.

Devil's Dance◆◆

Frequency once per minute


Effect You Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage.

Felling Shot

The hero hunter makes a ranged Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet but takes no damage from the fall. The creature can't Fly, Leap, levitate or otherwise leave the ground until the end of the hero hunter's next turn.

Hunter's Precision

The hero hunter knows how to hunt and kill any game. While in this stance, all the hero hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a weapon Strike, the target also takes 2d6 persistent bleed damage.

Infernal Jig

The Sea Mantis is immune to the flames created by Reynard when he activates his hellfire boots .

Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey.


Villains pursue selfish and cruel goals, trampling over anyone in their way.