14 (natural armor)
33 (6d8+6)
walk 30 ft., swim 30 ft.
Dex +4, Wis +4
Athletics +3, Perception +4
Aquan, Common
2
The hunter has advantage on saving throws against spells and effects that control its actions.
The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
The hunter makes two attacks with its envenomed crossbow.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.