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5E: Fifth Edition Monster Variants Inspired by Fourth Edition Sources
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<blockquote data-quote="Cleon" data-source="post: 8929825" data-attributes="member: 57383"><p>Here's a revised version of <em><strong>Hunting Cry</strong></em>.</p><p></p><p style="margin-left: 20px"><em><strong>Hunting Pack #2 </strong></em><strong>[<span style="color: red">or Hunting Pack?</span>]<em> (18 Dice, Recharges After a Long Rest).</em></strong> The gnoll beast shaman has a pool of 18 <em>hunting dice</em> it uses to form a <em>hunting pack</em>. This pool replenishes after a Long Rest.</p> <p style="margin-left: 20px"> As a bonus action, the shaman can utter a horrible <em>hunting cry</em> and chooses three creatures within 60 feet who can hear or see the shaman, each of which is assigned one <em>hunting die</em> and joins the <em>hunting pack</em>. The pack targets one creature chosen as <em>prey</em> by the shaman as it howls its <em>hunting cry</em>; this may be a creature within 150 feet who the shaman can see or smell, or a creature whose trail the shaman can see or smell within 10 feet. The tracks may be up to 24 hours old (at the DM's discretion a strong or weak trail may change this time limit). The scent of worn items such as clothes or footwear can be used to set prey.</p> <p style="margin-left: 20px"> The <em>hunting pack</em> can have a maximum of nine members (the shaman plus eight allies), which requires at least three <em>hunting cries</em> to gather. The gnoll beast shaman cannot assign more than one <em>hunting die</em> to each pack member.</p> <p style="margin-left: 20px"> If a pack member loses consciousness, abandons the hunt (a free action) or stops for a Long Rest, they leave the pack and lose the <em>hunting die</em> they were assigned. If the gnoll beast shaman leaves the hunting pack the pack disbands and all other pack members lose their <em>hunting dice</em> (the shaman retains any unassigned dice left in its hunting pool).</p> <p style="margin-left: 20px"> If the prey drops to 0 hit points, the shaman must use a <em>hunting cry</em> to assign at least one <em>hunting die</em> and choose new prey for the pack or else the pack disbands as above. The shaman has 10 minutes to find new prey, during which it has to maintain Concentration as if <em>hunting pack</em> were a spell.</p> <p style="margin-left: 20px"> A pack member must spend its assigned <em>hunting die</em> to add 2 (1d4) to either the attack or damage roll of the first melee attack it makes against the prey creature. The hunter rolls to hit first: if the attack hits, they add their <em>hunting die</em> to damage; if the attack missed, they add their <em>hunting die</em> to the attack roll, even if this has no chance of hitting. The shaman can use <em>hunting cry</em> to assign a new hunting dice to pack members who have spent theirs.</p> <p style="margin-left: 20px"> As long as the <em>hunting pack</em> is active, all pack members temporarily gain the following trait:</p> <p style="margin-left: 20px"> <em>Predatory Senses.</em> The creature has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the chosen prey.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8929825, member: 57383"] Here's a revised version of [I][B]Hunting Cry[/B][/I]. [INDENT][I][B]Hunting Pack #2 [/B][/I][B][[COLOR=red]or Hunting Pack?[/COLOR]][I] (18 Dice, Recharges After a Long Rest).[/I][/B][I][/I] The gnoll beast shaman has a pool of 18 [I]hunting dice[/I] it uses to form a [I]hunting pack[/I]. This pool replenishes after a Long Rest.[/INDENT] [INDENT] As a bonus action, the shaman can utter a horrible [I]hunting cry[/I] and chooses three creatures within 60 feet who can hear or see the shaman, each of which is assigned one [I]hunting die[/I] and joins the [I]hunting pack[/I]. The pack targets one creature chosen as [I]prey[/I] by the shaman as it howls its [I]hunting cry[/I]; this may be a creature within 150 feet who the shaman can see or smell, or a creature whose trail the shaman can see or smell within 10 feet. The tracks may be up to 24 hours old (at the DM's discretion a strong or weak trail may change this time limit). The scent of worn items such as clothes or footwear can be used to set prey.[/INDENT] [INDENT] The [I]hunting pack[/I] can have a maximum of nine members (the shaman plus eight allies), which requires at least three [I]hunting cries[/I] to gather. The gnoll beast shaman cannot assign more than one [I]hunting die[/I] to each pack member.[/INDENT] [INDENT] If a pack member loses consciousness, abandons the hunt (a free action) or stops for a Long Rest, they leave the pack and lose the [I]hunting die[/I] they were assigned. If the gnoll beast shaman leaves the hunting pack the pack disbands and all other pack members lose their [I]hunting dice[/I] (the shaman retains any unassigned dice left in its hunting pool).[/INDENT] [INDENT] If the prey drops to 0 hit points, the shaman must use a [I]hunting cry[/I] to assign at least one [I]hunting die[/I] and choose new prey for the pack or else the pack disbands as above. The shaman has 10 minutes to find new prey, during which it has to maintain Concentration as if [I]hunting pack[/I] were a spell.[/INDENT] [INDENT] A pack member must spend its assigned [I]hunting die[/I] to add 2 (1d4) to either the attack or damage roll of the first melee attack it makes against the prey creature. The hunter rolls to hit first: if the attack hits, they add their [I]hunting die[/I] to damage; if the attack missed, they add their [I]hunting die[/I] to the attack roll, even if this has no chance of hitting. The shaman can use [I]hunting cry[/I] to assign a new hunting dice to pack members who have spent theirs.[/INDENT] [INDENT] As long as the [I]hunting pack[/I] is active, all pack members temporarily gain the following trait:[/INDENT] [INDENT] [I]Predatory Senses.[/I] The creature has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the chosen prey.[/INDENT] [/QUOTE]
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