Hryngar Rager

Level 6
Creature· dwarfMediumLegacy
AC 23
HP 108
Speed 15 ft.
Fort +15
Ref +11
Will +13
Perc +13
Size Medium
Common
Spells
Occult Innate Spells (DC 21, attack +13)
Languages common, dwarven, sakvroth
Senses darkvision
Skills athletics +15, stealth +13, survival +11
Recall Knowledge society DC 22

Attacks

Melee Greataxe +15/+10/+5(magical, sweep)
Damage: 1d12+8 slashing
Ranged Composite Longbow +14/+9/+4 (range 100 ft.)(deadly d10, propulsive, reload 0 ft., volley 30 ft.)
Damage: 1d8+6 piercing

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Light Blindnessdefensive

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Rageoffensive(concentrate, emotion, mental)

Requirements The monster hunter isn't Fatigued or raging

The monster hunter gains 9 temporary Hit Points that last until the rage ends. While raging, they deal 8 additional damage with melee attacks, gain a +10-foot status bonus to their Speed, and take a -1 penalty to AC. The monster hunter can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute, until there are no enemies the monster hunter can perceive, or until the monster hunter falls unconscious. Once the rage ends, the monster hunter can't again for 1 minute. Effect: Rage

Sudden Charge◆◆offensive

The monster hunter Strides twice and makes a melee Strike.

Description

Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame.


A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.

Traits