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Montier Hammerlock in Dungeons & Dragons 5e

Montier Hammerlock

Medium humanoid, unaligned
Armor Class: 16
Hit Points: 137
Speed: 40 ft

STR

16 +3

DEX

20 +5

CON

16 +3

INT

10 +0

WIS

18 +4

CHA

16 +3

Skills:

Stealth +10, Survival +9

Languages: Common
Proficiency Bonus: +5

Weighted Arrow (3/day). When Hammerlock makes an attack with his Longbow, he may load a weighted arrow. If he hits, the target must succeed a DC 16 Strength saving throw or be pushed 10 feet straight away. If the target collides with a wall, it is knocked prone and takes fall damage equal to the distance traveled.

Harpoon Arrow (3/day). When Hammerlock makes an attack with his Longbow, he may load a harpoon arrow. If he hits, the target must succeed a contested Strength (Athletics) check or be knocked prone and pulled 15 feet straight toward Hammerlock. Hammerlock's allies within 5 feet may take a reaction to participate in this check, using the highest as the final result.

Actions

Multiattack. Hammerlock makes two attacks, using his Longbow, Hunting Knife or Sleep Dart.

Hunting Knife. Melee Attack Roll: +10, reach 5 ft. Hit: 1d8 + 3 slashing damage.

Longbow. Ranged Attack Roll: +12, range 150/600 ft. Hit: 1d8 + 5 piercing damage, and the target's Speed decreases by 10 feet until the start of the Hammerlock's next turn, unless it's speed is already being reduced. If there is another enemy within 5 feet of his target, Hammerlock may make one additional attack against it if he hasn't already this turn.

Prosthetic Arm (1/day). Dexterity Saving Throw: DC 16, each creature in a 15-foot Cone. Failure: 2d8 Fire damage and 2d8 Bludgeoning damage and pushed 40 feet straight away. Success: Half damage and pushed 20 feet straight away. If the target collides with a wall, it takes fall damage equal to the distance traveled.

Sleep Dart (Recharge 5–6). Ranged Attack Roll: +5, range 25/100 ft. Hit: 1 piercing damage, and the target must make a DC 18 Constitution Saving Throw or become Poisoned for the next hour. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage, or if another creature takes an action to shake it awake.

Bonus Actions

Hemorrhage. When Hammerlock strikes a creature, he can cause it to Hemorrhage, marking it for the next 8 hours. For the duration, Hammerlock has +5 on attacks and Advantage on Wisdom (Perception or Survival) checks he makes to track the target. At the start of each of it's turns, and again whenever Hammerlock hits it with an attack roll, the creature takes 1d8 Necrotic damage. As an Action, a creature may attempt a DC 12 Wisdom (Medicine) check, ending the condition on a creature on a success.


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