The Hunter

Large aberration, chaotic evil

Armor Class

19 (natural armor)

Hit Points

133 (14d10 + 56)

Speed

40 ft., climb 35 ft.

Skills

Acrobatics +10, Athletics +10, Perception +9, Stealth +10, Survival +9

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhausted, frightened, poisoned

Senses

darkvision 90 ft.

Languages

all, telepathy 120 ft.

Challenge

13

Fear the Reaper

Any beasts stay at least a mile away from the Hunter. The instinctively fear the aberration, sensing its dark power.

Magic Resistance

The Hunter has advantage on saving throws against spells and other magical effects.

Magic Weapons

The Hunter's weapon attacks are magical.

Regeneration

The Hunter regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spider Climb

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

Sunlight Sensitivity

While in sunlight, the Hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The Hunter makes one bite attack and two claw attacks.

Bite (Bear Form Only)

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Telekinetic Control

The Hunter can target up to three creatures within 90 feet and cause their ranged weapons to malfunction and disrupt spellcasting. Creatures targeted must make successful DC 18 Wisdom saves or have their ranged weapons, or spells of 4th level or lower fail. Creatures can repeat the saving throw again at the end of each of the Hunter's turns.