Zyrrak Hunter
A Zyrrak hunter is an adult who has completed the Rite of the Hunt: selecting a worthy target, killing it, and working the trophy into its armor. Failure of the Rite means exile or execution, depending on clan law. Hunters range the frontier sectors and uncharted worlds with their clans and pick the strongest creature present as prey.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17 (chitin and vibro-shield)
- Hit points
- 75 (10d8 + 30)
- Proficiency
- +2
- STR 18 +4 save +4
- DEX 17 +3 save +5
- CON 17 +3 save +5
- INT 12 +1 save +1
- WIS 15 +2 save +2
- CHA 11 +0 save +0
- Skills
- Stealth +5 , Survival +4 , Perception +4 , Athletics +6
- Passive Perception
- 14
- Senses
- darkvision 90 ft., thermal sense 60 ft.
- Languages
- Zyrrakan, Common
- Damage resistances
- bludgeoning, acid
- Found in
- Terran (Verdant) , Deep Space
Equipment
Traits
-
Rite Trophy
The hunter has advantage on Intimidation checks against any creature of the same kind as the trophy worn in its armor.
-
Adaptive Camouflage
While the cloak is active and the hunter has not attacked, it is heavily obscured to sight and Perception checks to notice it have disadvantage.
Actions
-
Hunting Spear
+6 to hit · Spear · reach 10 ft.
1d8 + 4 piercing damage
The hunter makes two attacks with the hunting spear. Against a creature of the same kind as the trophy worked into its armor, each hit deals an extra 1d8 damage.
-
Caudal Spike Bonus action
+6 to hit · reach 10 ft.
1d10 + 4 piercing damage
A strike from the spike on its tail.
-
Mark the Strongest Reaction
When a creature within 30 feet reveals itself as the strongest present, by dropping an ally or by using a signature ability, the hunter marks it. Until the end of the fight the hunter has advantage on attack rolls against that creature and disadvantage on attack rolls against everything else.