19 (natural armor)
133 (14d10 + 56)
40 ft., climb 35 ft.
Acrobatics +10, Athletics +10, Perception +9, Stealth +10, Survival +9
bludgeoning, piercing, and slashing from nonmagical attacks
poison
charmed, exhausted, frightened, poisoned
darkvision 90 ft.
all, telepathy 120 ft.
13
Any beasts stay at least a mile away from the Hunter. The instinctively fear the aberration, sensing its dark power.
The Hunter has advantage on saving throws against spells and other magical effects.
The Hunter's weapon attacks are magical.
The Hunter regains 10 hit points at the start of its turn if it has at least 1 hit point.
The Hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the Hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The Hunter makes one bite attack and two claw attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
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.