Mage Hunter

Strixhaven: A Curriculum of Chaos p. 199

Size
Large
Type
monstrosity
Alignment
typically lawful evil
AC
15 (natural armor)
Hit Points
85 (10d10+30)
Speed
walk 40 ft., climb 40 ft. (hunter form only), fly 10 ft. (hover sentry form only)
Saving Throws
Int +3, Wis +6, Cha +3
Skills
Perception +9, Stealth +5
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
Lineage
Mage
STR
19
+4
DEX
15
+2
CON
16
+3
INT
11
+0
WIS
17
+3
CHA
10
+0

Traits

Proficiency Bonus

+3

Magic Sense

The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.

Spider Climb (Hunter Form Only)

The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack (Hunter Form Only)

The hunter makes two Claw attacks.

Claw (Hunter Form Only)

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Tail

Melee Weapon Attack: +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.

Mage Tracker (Sentry Form Only)

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.

Shift Form (Bonus Action)

The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.

Reactions

Consume and Destroy

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.

Other data

description