Monster Hunter Creature 6

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 227; family: Mercenaries

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.


Perception +13

Languages Common

Skills Athletics +15, Monster Lore +13, Stealth +13, Survival +11

Str +4, Dex +3, Con +3, Int +1, Wis +1, Cha +1

Items composite longbow (20 arrows), +1 greataxe, hide armor

AC 23; Fort +15, Ref +11, Will +13

HP 108

Attack of Opportunity

Speed 20 feet

Meleegreataxe +15 (magical, sweep), Damage 1d12+8 slashing

Ranged  composite longbow +14 (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing

Rage  (concentrate, emotion, mental) Requirements The monster hunter isn’t fatigued or raging; Effect 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 Rage again for 1 minute.

Sudden Charge  The monster hunter Strides twice and makes a melee Strike.