Large monstrosity, Lawful Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 85 (10d10 + 30) |
| Speed | 40 ft., climb 40 ft. (hunter form only), fly 10 ft. (hover sentry form only) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 15 (+2) | 16 (+3) | 11 (+0) | 17 (+3) | 10 (+0) |
| Saving Throws | Cha +3, Int +3, Wis +6 |
|---|---|
| Skills | Perception +9, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; charmed; deafened; frightened; prone |
| Senses | blindsight 120 ft. (blind beyond this radius), passive Perception 19 |
| Languages | understands Common but can't speak |
| Challenge | 5 |
The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The hunter makes two Claw attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hunter can't make a Tail attack against another target.
The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour.
While marked, a creature can't become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature.
When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.