Trapper

Trapper

Large beast
Challenge

STR
3
DEX
0
CON
3
INT
−4
WIS
1
CHA
−3

85
10d10+30
15
Soak
1
Fort
+4
Ref
+2
Will
−1
Defense note natural armor

Speed 2 m., climb 2 m.
Skills Perception +2 (13), Stealth +1 (12)
Senses blindsight 5 m., darkvision 10 m.

False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a Difficulty 13 Perception or Wilderness check can discern its presence.

Maneuvers. The trapper uses maneuvers (maneuver save Difficulty 13). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, spring attack, stalking shadow

Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Actions (1)

Smother. One Large or smaller creature within 1 meter of the trapper must succeed on a Difficulty 13 Reflex saving throw or be grappled (escape Difficulty 9). Until the grapple ends, the target takes 10 (3d6) bludgeoning damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.

Underdarkvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.