An unseen shooter lurks in the distance, and his scope is aimed on you.
MOD | SAVE | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 21 | +5 | +5 |
CON | 16 | +3 | +3 |
MOD | SAVE | ||
INT | 16 | +3 | +3 |
WIS | 18 | +4 | +4 |
CHA | 11 | +0 | +0 |
Ambush Predator. Once per turn, when the Unseen Shooter uses the Attack action against a creature it is hidden from, the carrion hunter can attack twice, instead of once.
Incorporeal Movement. The Unseen Shooter can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.
Magic Resistance. The Unseen Shooter has advantage on saving throws against spells and other magical effects.
Moment’s Notice. The Unseen Shooter rolls initiative with advantage, and cannot be surprised.
Spellcasting. The carrion hunter casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18):
Multiattack. The Unseen Shooter makes two Rifle attacks
Deaths Last Whisper (Rifle). Ranged Weapon Attack: +11 to hit, range 200/800 ft., one target. Hit: 14 (2d8+5) piercing damage plus 4 ( 1d8 ) necrotic damage.
Hide. The Unseen Shooter makes a Dexterity (Stealth) check in an attempt to hide.
Teleport. The Unseen Shooter teleports to an unoccupied space it can see within 60 feet of it.
Charge Shot
Tell: The Unseen Shooter begins to charge a powerful ball of necrotic energy. Whenever a creature deals damage to the boss, the boss faces in the direction of the creature that attacked it, changing the area that will be affected by the ray.
Mitigation: A particularly hardy character can hold their attack until right before the boss’ turn to make sure the boss hits them. Players must also be aware of their positioning so as not to be caught in the area of effect of the ray. Alternatively the target may take cover or may find some other solution
Resolution: If not mitigated, the boss releases a 5-foot-wide, 60-foot-long ray in the direction the boss is facing. Every creature in that path must make a Dexterity saving throw, or take 7d6 necrotic damage on a failure and half damage on a success.