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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8677926" data-attributes="member: 6915329"><p>Since Level Up doesn’t use alignments except for supernatural entities, it lacks many of the typical “Always Evil Kill On Sight” low-level monsters that traditional D&D has. Goblinoids are much more like regular people rather than monsters, and were probably only in the MM because the AG limited itself to the “traditional” PC races. The <strong>huntsman</strong>—or hunts<em>men</em>, since they’re nearly always found in groups—is an interesting way to get around that issue. They both lack total free will but have their own sensibilities, making them more than golems/guardians but not quite at the level of “construct PC” either. They’re a good low-level monster to use if you don’t want hired mercenaries or anyone else who can be bribed or otherwise persuaded to leave the PCs alone, don’t want to get into any moral dilemmas, and don’t want to use undead or fiends.</p><p></p><p>I'm also going back to add the Terrain to each monster's write-ups, since I had forgotten before.</p><p></p><p>[ATTACH=full]252333[/ATTACH]</p><p>Artist: Brad Parker</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Huntsman</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #40</p><p>Created by Lewis Pulsipher</p><p></p><p>Huntsmen are constructs created to be guards, trackers, or hunters. They resemble elves, but with three fingers on each hand. Their clay-like skin is a uniform camo green in color (even the sclera of their eyes is green), and their stringy hair is slightly darker. Most are made with an androgynous or slightly masculine appearance, but can be given any sort of features.</p><p></p><p><strong><em>Relentless.</em></strong> Huntsmen, being constructs, are tireless guards, patrollers, and unsurpassed trackers and hunters. Once they are given orders, they follow them to the end.</p><p></p><p><strong><em>Packmates.</em></strong> Huntsmen are created through alchemical means in groups of four, and the only creature a huntsman is capable of caring about is another member of their pack. Should one die, the remaining members of the pack will stop at nothing to claim its remains, as the wizard or alchemist who made them in the first place can use those remains to create a replacement for their pack.</p><p></p><p>Huntsmen are made to be loyal to their creators, and will follow their orders in both letter and spirit. However, they have a sense of self-preservation, and they will not obey (but will not betray), a creator who is cruel to one of their pack.</p><p></p><p>Amongst themselves, they communicate through silent telepathy; to others, they attempt to communicate in signs or pantomimed gestures. They rarely make any deliberate noise.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Huntsmen are created by spellcasters, but are not mindless creations.</p><p></p><p><strong>DC 15.</strong> Huntsmen are always found in packs of four and can communicate with each telepathically other over long distances. They can’t speak</p><p></p><p><strong>DC 20.</strong> Should a member of the pack be slain, the remaining huntsmen will always try to retrieve the body.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, grassland, hills, jungle, laboratory, settlement, sewer, swamp,</p><p></p><p><strong>CR 1-2</strong> 1-2 huntsmen</p><p><em><strong>Treasure.</strong></em> Masterwork longbow (135 gp)</p><p></p><p><strong>CR 3-4</strong> 3-4 huntsmen</p><p><strong><em>Treasure.</em></strong> Silver broach with the emblem of the creator on it (25 gp each), 1d6 <em>arrows +1</em>, 1 <em>arrow of slaying</em></p><p></p><p><strong>CR 5-6</strong> 4 huntsmen on riding horses with 2 trained mastiffs</p><p><strong><em>Treasure.</em></strong> <em>Rope of entanglement,</em> 1d6 <em>arrows +2</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Spatters of an olive-green substance (huntsman blood).</p><p>2. A headless corpse pierced through with arrows, the remains of a huntsman’s target.</p><p>3. With a DC 18 Perception or Survival check: footprints.</p><p>4. A person on the run from hunters; the person is unaware of their pursuer’s true natures.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Scouting and patrolling.</p><p>4-5. Hunting for a target.</p><p>6. Running from an abusive creator; they may ask the characters for help, but will not reveal any information about the creator.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Hunter #1 (etc.), Bendis, Cocidius, Jaekar, Pahket, Sirkka, Theron, Verde. As they are in near-constant telepathic communication with each other, huntsman generally don’t choose personal names for themselves. They may be given names by their creator, though.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Huntsman</span></span></strong></p><p><strong>Medium construct</strong></p><p>Challenge 1 (200 XP)</p><p><strong>AC</strong> 16 (leather brigandine)</p><p><strong>HP</strong> 26 (4d8+8; bloodied 13)</p><p><strong>Speed</strong> 40 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 15 (+2)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +4, Stealth +6 (<em>+1d4 in forests</em>), Survival +4 (<em>+1d4 tracking</em>)</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Common (sign language only), understands one of its creator’s languages but can’t speak</p><p><strong><em>Constructed Nature.</em></strong> Huntsmen don’t require air sustenance, or sleep.</p><p><strong><em>Life From Death.</em></strong> If a huntsman is killed, then its original hit point maximum is divided evenly by the number of huntsmen in its pack that remain alive. Each of those huntsmen regain hit points equal to that number. Hit points in excess of their normal hit point maximum become temporary hit points. Temporary hit points vanish after 24 hours.</p><p><strong><em>Psychic Link.</em></strong> Huntsmen are created in packs of four and all members of a pack are linked to each other. As long as there are at least two members of the pack on the same plane of existence, a huntsman can’t be surprised unless all members of the pack are surprised, and can’t be knocked unconscious. As long as the members of the pack are on the same plane as each other, they can communicate with one another telepathically.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Scimitar. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit: </em>7 (1d6+4) slashing damage.</p><p><strong><em>Longbow. </em></strong><em>Ranged Weapon Attack:</em> +6 to hit, range 150/600 ft., one target. <em>Hit: </em>8 (1d8+4) piercing damage.</p><p><strong><em>Mindshare.</em></strong> The huntsman can see through another packmember’s eyes and hear what it hears until the start of its next turn, and is blind and deaf in regards to its own senses while doing so. Both huntsmen must be on the same plane for this action to work.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Hunter’s Target (1/day).</em></strong> The huntsman chooses a target it can see within 90 feet of it to become its quarry. For 1 hour, the huntsman gets a +1 to weapon attack rolls against the creature and weapon attacks made against it deal an extra 1d6 damage. In addition, the huntsman has advantage on Perception and Survival checks it makes to find the creature. If the creature drops to 0 hit points before the hour ends, the huntsman can’t mark a new quarry.</p><p><strong><em>Helping Hand.</em></strong> The huntsman can use the Help action with another member of its pack, and the packmember can be up to 15 feet away.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Huntsmen are silent, relentless warriors. They prefer guerilla tactics and harrying their prey rather than engaging in toe-to-toe battle, and will always strike from ambush if at all possible. They spread out, attacking their foes from all sides. If forced to engage in melee combat with a heavily-armored foe or a spellcaster, they retreat as quickly as possible. If bloodied, a pack will fall back and regroup before trying again.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8677926, member: 6915329"] Since Level Up doesn’t use alignments except for supernatural entities, it lacks many of the typical “Always Evil Kill On Sight” low-level monsters that traditional D&D has. Goblinoids are much more like regular people rather than monsters, and were probably only in the MM because the AG limited itself to the “traditional” PC races. The [B]huntsman[/B]—or hunts[I]men[/I], since they’re nearly always found in groups—is an interesting way to get around that issue. They both lack total free will but have their own sensibilities, making them more than golems/guardians but not quite at the level of “construct PC” either. They’re a good low-level monster to use if you don’t want hired mercenaries or anyone else who can be bribed or otherwise persuaded to leave the PCs alone, don’t want to get into any moral dilemmas, and don’t want to use undead or fiends. I'm also going back to add the Terrain to each monster's write-ups, since I had forgotten before. [ATTACH type="full" alt="1656529002816.png"]252333[/ATTACH] Artist: Brad Parker [COLOR=rgb(65, 168, 95)][SIZE=6][B]Huntsman[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #40 Created by Lewis Pulsipher Huntsmen are constructs created to be guards, trackers, or hunters. They resemble elves, but with three fingers on each hand. Their clay-like skin is a uniform camo green in color (even the sclera of their eyes is green), and their stringy hair is slightly darker. Most are made with an androgynous or slightly masculine appearance, but can be given any sort of features. [B][I]Relentless.[/I][/B] Huntsmen, being constructs, are tireless guards, patrollers, and unsurpassed trackers and hunters. Once they are given orders, they follow them to the end. [B][I]Packmates.[/I][/B] Huntsmen are created through alchemical means in groups of four, and the only creature a huntsman is capable of caring about is another member of their pack. Should one die, the remaining members of the pack will stop at nothing to claim its remains, as the wizard or alchemist who made them in the first place can use those remains to create a replacement for their pack. Huntsmen are made to be loyal to their creators, and will follow their orders in both letter and spirit. However, they have a sense of self-preservation, and they will not obey (but will not betray), a creator who is cruel to one of their pack. Amongst themselves, they communicate through silent telepathy; to others, they attempt to communicate in signs or pantomimed gestures. They rarely make any deliberate noise. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Huntsmen are created by spellcasters, but are not mindless creations. [B]DC 15.[/B] Huntsmen are always found in packs of four and can communicate with each telepathically other over long distances. They can’t speak [B]DC 20.[/B] Should a member of the pack be slain, the remaining huntsmen will always try to retrieve the body. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] forest, grassland, hills, jungle, laboratory, settlement, sewer, swamp, [B]CR 1-2[/B] 1-2 huntsmen [I][B]Treasure.[/B][/I] Masterwork longbow (135 gp) [B]CR 3-4[/B] 3-4 huntsmen [B][I]Treasure.[/I][/B] Silver broach with the emblem of the creator on it (25 gp each), 1d6 [I]arrows +1[/I], 1 [I]arrow of slaying[/I] [B]CR 5-6[/B] 4 huntsmen on riding horses with 2 trained mastiffs [B][I]Treasure.[/I][/B] [I]Rope of entanglement,[/I] 1d6 [I]arrows +2[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. Spatters of an olive-green substance (huntsman blood). 2. A headless corpse pierced through with arrows, the remains of a huntsman’s target. 3. With a DC 18 Perception or Survival check: footprints. 4. A person on the run from hunters; the person is unaware of their pursuer’s true natures. [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Scouting and patrolling. 4-5. Hunting for a target. 6. Running from an abusive creator; they may ask the characters for help, but will not reveal any information about the creator. [B][SIZE=5]Names[/SIZE][/B] Hunter #1 (etc.), Bendis, Cocidius, Jaekar, Pahket, Sirkka, Theron, Verde. As they are in near-constant telepathic communication with each other, huntsman generally don’t choose personal names for themselves. They may be given names by their creator, though. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Huntsman[/SIZE][/COLOR] Medium construct[/B] Challenge 1 (200 XP) [B]AC[/B] 16 (leather brigandine) [B]HP[/B] 26 (4d8+8; bloodied 13) [B]Speed[/B] 40 ft., climb 30 ft. [B]STR[/B] 16 (+3) [B]DEX[/B] 18 (+4) [B]CON[/B] 15 (+2) [B]INT[/B] 10 (+0) [B]WIS[/B] 14 (+2) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +4, Stealth +6 ([I]+1d4 in forests[/I]), Survival +4 ([I]+1d4 tracking[/I]) [B]Condition Immunities[/B] charmed, frightened, paralyzed [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] Common (sign language only), understands one of its creator’s languages but can’t speak [B][I]Constructed Nature.[/I][/B] Huntsmen don’t require air sustenance, or sleep. [B][I]Life From Death.[/I][/B] If a huntsman is killed, then its original hit point maximum is divided evenly by the number of huntsmen in its pack that remain alive. Each of those huntsmen regain hit points equal to that number. Hit points in excess of their normal hit point maximum become temporary hit points. Temporary hit points vanish after 24 hours. [B][I]Psychic Link.[/I][/B] Huntsmen are created in packs of four and all members of a pack are linked to each other. As long as there are at least two members of the pack on the same plane of existence, a huntsman can’t be surprised unless all members of the pack are surprised, and can’t be knocked unconscious. As long as the members of the pack are on the same plane as each other, they can communicate with one another telepathically. [B][U]Actions[/U] [I]Scimitar. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit: [/I]7 (1d6+4) slashing damage. [B][I]Longbow. [/I][/B][I]Ranged Weapon Attack:[/I] +6 to hit, range 150/600 ft., one target. [I]Hit: [/I]8 (1d8+4) piercing damage. [B][I]Mindshare.[/I][/B] The huntsman can see through another packmember’s eyes and hear what it hears until the start of its next turn, and is blind and deaf in regards to its own senses while doing so. Both huntsmen must be on the same plane for this action to work. [B][U]Bonus Actions[/U] [I]Hunter’s Target (1/day).[/I][/B] The huntsman chooses a target it can see within 90 feet of it to become its quarry. For 1 hour, the huntsman gets a +1 to weapon attack rolls against the creature and weapon attacks made against it deal an extra 1d6 damage. In addition, the huntsman has advantage on Perception and Survival checks it makes to find the creature. If the creature drops to 0 hit points before the hour ends, the huntsman can’t mark a new quarry. [B][I]Helping Hand.[/I][/B] The huntsman can use the Help action with another member of its pack, and the packmember can be up to 15 feet away. [B][SIZE=5]Combat[/SIZE][/B] Huntsmen are silent, relentless warriors. They prefer guerilla tactics and harrying their prey rather than engaging in toe-to-toe battle, and will always strike from ambush if at all possible. They spread out, attacking their foes from all sides. If forced to engage in melee combat with a heavily-armored foe or a spellcaster, they retreat as quickly as possible. If bloodied, a pack will fall back and regroup before trying again. [/QUOTE]
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