Mad Hunter

***Don't let the surprisingly humanoid appearance fool you; Mad Hunters are very far from human. They are alien and emotionless beings from the far realm, bent on hunting and slaying ever greater and more exotic prey, chasing anyone and anything that strikes their bloodlust across the universe. Once a Mad Hunter has your scent, it will never, ever stop.***

## Mad Hunter

*Medium Aberration, Lawful Evil*

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AC: 17 (studded leather)

HP: 180 (20d10+60)

Speed: 35 feet

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Ability Scores
 +2

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**Saving Throws:** Dexterity +11, Wisdom +10

**Damage Resistances:** Poison, Fire, Cold, Lightning, Acid, Thunder

**Damage Vulnerabilities:** Damage from silvered weapons

**Condition Immunities:** Charmed, Poisoned, Exhausted

**Skills:** Survival +16, Perception +16, Stealth +11

**Senses:** Darkvision 120 feet, passive perception 26

**Languages:** Common, Mikazzarri

**Challenge:** 11

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**The Bloodwrath:** Mad Hunters, like most natives of Mikazzarr, possess an uncontrollable bloodlust. This creature has advantage on attack rolls made against creatures with less than half their total hit points.

**Hunter's Sight:** The Mad Hunter can see the tracks of every creature perfectly, and knows the number and type of creature that left those tracks.

**Mikazzarri Weaponry:** The Mad Hunter's weapons are magical, and grow out of its body as a free action at any time.

**The Mad Hunter's Poison:** The Mad Hunter brews a special poison, a viscous black sludge. A creature that fails a save against this poison (DC 18) is poisoned for 1 minute, repeating the save at the end of each of it's turns. A creature poisoned in this way is blinded.

**Ambuscade Tactics:** The Mad Hunter's weapon attacks deal an extra 2d8 damage as long as they have advantage.

**Gloomstalker:** If the Mad Hunter is hidden, its Blowgun attacks don't reveal its location.

INNATE SPELLCASTING: PSIONICS (+10 to hit, save DC 18)

The Mad Hunter can innately cast the following spells, requiring no material components:

At Will: *Green-Flame Blade* (4d8)*, Thorn Whip* (4d6)*, Absorb Elements, Expeditious Retreat, Snare, Invisibility*

5/day: *Earthbind, Conjure Barrage, Meld Into Stone, Counterspell (*3rd level*)*

3/day: *Far Step, Hold Monster*

1/day: *Plane Shift*

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ACTIONS

**Multiattack:** The Mad Hunter casts a spell and then makes two javelin attacks or two short sword attacks, or makes three short sword attacks, or makes one blowgun attack.

**Javelin:** +11 (1d6 + 5 piercing)

**Shortsword:** +11 (1d6 +5 piercing)

**Bolas:** +11 (1d4 bludgeoning and the target is restrained and knocked prone, 20/40)

**Blowgun:** +11 (1 piercing + Mad Hunter's Poison)

REACTIONS

**Bolas:** The Mad Hunter makes a Bolas attack in response to a creature moving.

**Fade Away:** The Mad Hunter turns invisible and moves up to 5 feet.

LEGENDARY ACTIONS

The Mad Hunter has 3 legendary actions, which it may take at the end of another creature's turn. It regains all expended actions at the start of its turn.

**Mad Hunter's Mark:** The Mad Hunter places its invisible mark on a creature it knows of. The Hunter knows where a marked creature is, regardless of plane or distance, and its attacks deal an extra 3d6 damage to a marked creature. It may have no more than one mark active at once. The mark can be removed with a *Remove Curse* spell cast at at least 5th level.

**Spell:** The Mad Hunter casts a spell.

NOTES ON MAD HUNTERS AND THEIR STRATEGIES

Mad Hunters will plan ahead if they know they are taking on challenging prey, such as a powerful creature or a band of lovable misfits armed with the power of family. If the Mad Hunter is allowed to choose the battleground, it will almost certainly be filled with traps. These traps can be detected only right before a creature is about to step on them by a DC 18 perception or survival check. These are some examples.

* **Pitfall trap:** A ten foot radius spike-filled pit, covered with camouflage, 15 feet deep. The first creature to enter the pit's space must make a dexterity save (DC 18), falling in and taking 4d6 piercing damage on a failed save. The creature must then make a constitution save (DC 18) against the Mad Hunter's Poison.
* **Snare trap:** A loop of rope connected to anything off the ground that takes up a 5 foot square. The first creature to step on it must make a dexterity save (DC 18), being restrained and suspended 10 feet off the ground on a failed save.
* **Cage Trap:** A wooden cage of sorts, big enough to contain a medium creature, spring loaded and hidden beneath camouflage. It takes up a 5 foot square. The first creature to step on that square must make a strength save (DC 18), being trapped inside the cage on a failed save. The cage has an AC of 10, 15 hp, and is vulnerable to fire damage.
* **"Bear" Trap:** A vicious metal clamp soaked in poison. Takes up a 5 foot square. The first creature to step on it takes 2d4 slashing damage and has its movement halved until the trap is removed, and must make a constitution save (DC 18), succumbing to the Mad Hunter's Poison on a failed save. The trap may be removed with a DC 18 strength check or by breaking it.