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Exalted Hunter

Medium fey, chaotic good

Armor Class 18 (exalted armor)
Hit Points 187 (25d8 + 75)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 15 (+2) 20 (+5) 14 (+2)

Saving Throws Strength +9, Dexterity +10, Wisdom +10
Skills Investigation +5, Perception +10, Stealth +10, Survival +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 20
Languages Common, Elvish, Sylvan, and Abyssal or Infernal
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Exalted Armor. The exalted hunter wears special armor that is magically crafted only for themselves. As long as the exalted hunter wears the armor, its AC increases by 3. When this armor is worn by any other creature, it becomes a mundane piece of leather clothing that grants no AC.
  • Hunterborn. The exalted hunter aims to hunt fiends. But to kill, it must catch them first. Thus, the exalted hunter’s speed increases by 10 feet (already included in the speed), and it never suffers the effects of difficult terrain.
  • Fiend Smell. The exalted hunter can smell fiends’ distinct evil smells. As long as a fiend is within 30 feet of the hunter, the hunter can detect it if the fiend isn’t hiding by magical means.
  • Spellcasting. The exalted hunter is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The exalted hunter has the following spells prepared:

ACTIONS

  • Multiattack. The exalted hunter makes three weapon attacks.
  • Fiendslayer Javelin. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 13 (2d12) psychic damage. If the target is a fiend, the Fiendslayer Javelin deals additional 7 (2d6) piercing damage.
  • Fiendslayer Javelin (Thrown). Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 13 (2d12) psychic damage. If the target is a fiend, the Fiendslayer Javelin deals additional 7 (2d6) piercing damage.

ABOUT

Forces of evil raid the habitats of fey beings from time to time. Although rare, it is possible for a fey to survive such an event. However, its sadness at what it has experienced leads to anger, which turns it into an exalted hunter. Exalted hunters seek fiends to destroy. They are warriors trained to cleanse the world of evil by any means necessary. They usually hunt alone, but have also been known to team up to face stronger foes. Exalted hunters have dark green skin reminiscent of the deepest of forests, and they have pitch black eyes that glisten like onyxes.

Tracking Expert. No matter where an exalted hunter is, it can easily track down a fiend. If a fiend is within 1 mile of the exalted hunter, the hunter knows its general direction and then can track it without making the necessary checks.

Sacred Hunt. From time to time, exalted hunters join forces to hunt down a fiend too strong to defeat in small numbers. This event is called the Sacred Hunt and is a competition between hunters. A Sacred Hunt is generally conducted in teams of about thirty, which also includes those who aren’t exalted hunters. The hunt can last a long time and may require interplanar travel. Those who come out of the ordeal victorious are rewarded with treasures, and the coveted title of Sacred Hunter.

Variants

There are more experienced Exalted Hunters who have spent decades hunting and killing fiends, those who survive and win the Sacred Hunt are called “Sacred Hunter”. They are held in high regard in the exalted hunter communities. You can apply the following template on an exalted hunter to create a sacred hunter.

AC. Its AC becomes 20.

Hit Points. Its hit points increase by +30 (4d8+12), and become 217 (29d8 + 87).

Proficiency Bonus. The sacred hunters proficiency bonus becomes +6.

  • Innate Spellcasting. As an action, the sacred hunter can cast the conjure starfly cantrip as if the sacred hunter is a 17th level spellcaster.

Hunt Never Ends. The sacred hunter emanates an aura of 120-foot-radius sphere centered on the hunter that moves with it. Beasts within the aura can smell whether there are fiends within the aura and lead the sacred hunter directly to them. Beasts within the aura are friendly to the sacred hunter and hostile towards any fiend they can smell.

Challenge. +2.

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