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Tunnel Hunters - AI-generated fantasy Monster

Tunnel Hunters

The tunnel hunters are selected from gnolls who demonstrate patience, memory, and a talent for moving silently. Unlike ordinary raiders, they study routes for weeks before striking. The drums from room-5 interrupted their preparations, leaving the barracks abandoned in haste and the maps scattered across the table.

MediumHumanoid(Gnoll)CR ModerateChaotic evil

Tunnel Hunters

gnollunderdarkambusherhunterskirmishercontrollerdungeonpack tactics
HP39AC15, patchwork leather armor and shieldSPD30 ft., Climb 20 ft. on rough stone without using an actionCR2 (450 XP)PerceptionStealthSurvival
STR
16
DEX
14
save
CON
14
INT
8
WIS
12
save
CHA
8
Keen Smell. The tunnel hunter has advantage on Wisdom (Perception) checks that rely on smell.
Pack Ambusher. The tunnel hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally is not incapacitated.
Tunnel Cunning. The tunnel hunter can move through a space at least 1 foot narrower than its width without squeezing, provided it is not carrying a creature.
Familiar Ground. The tunnel hunter has advantage on initiative checks while within the Gnoll Maw or another familiar tunnel complex.
Multiattack. The tunnel hunter makes two attacks, using either Harpoon or Bite in any combination.
Harpoon. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage. If the target is Large or smaller, the tunnel hunter can pull it up to 10 feet toward itself.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. If the target is missing any hit points, it takes an extra 3 () piercing damage.
Hooked Chain. The tunnel hunter throws a hooked chain at one creature it can see within 20 feet. The target must succeed on a Dexterity saving throw or become grappled, with the tunnel hunter as the grappler. The grapple ends if the target or the tunnel hunter moves more than 20 feet from the other. While grappling a creature this way, the tunnel hunter cannot use Harpoon.
Pack Guard. When a creature within 5 feet of the tunnel hunter is hit by an attack, the hunter imposes disadvantage on the attack roll by interposing its shield or harpoon, provided the hunter can see the attacker.
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