Monsters of D&D – Astral Bounty Hunter

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Many have said we’re not alone in the universe and they’re correct.  While evidence shows that life outside our own sphere isn’t inherently malicious, there are many lifeforms who seek to reap what we have taken for granted for so long.  Among these beings are the Colonists, who have been cataloging material plane life for ages, in hopes of studying them.  In the end, they hope to enslave our world and colonize it for their own efforts.  While the masters of this operation are mostly unknown, their force of uncanny bounty hunters have made themselves known. The bounty hunters are deployed to uphold the missions of the colonists, without the greater public finding out.  Even Shadow Governments forming pacts with them are unaware of some of these plans.

All present themselves as a similar looking man, they seek and destroy any person or creature that would compromise their greater mission.  Armed with merely a sidearm gun and a strange device, they still pose quite a threat with their intimidating stature.  Sightings have been most common in an alternate plane referred by some as “Conspiracy Earth”.  That said, thanks to the advent of numerous technologies and magics, these bounty hunters have traveled far and wide.  Some have arrived on crystal spheres via planar travel or spelljammer, tracking down native beings and astral beings that would harm work on a minor to multiversal scale.  Even more frightening is the nation that the Colonists might be expanding their reach to other realities as well.

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Astral Bounty Hunter

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Medium aberration (alien), Neutral Evil

Armor Class 16

Hit Points 135 (18d8+36)

Speed 35 ft.

Str 19 (+4), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis (+1), Chr 10 (+0)

Skills Perception 14, Intimidate +3

Saving Throws Intelligence +4, Wisdom +4

Condition Immunities. hot/cold environments, charmed, exhaustion, frightened, paralyzed, petrified

Damage Immunities. cold, fire damage

Damage Resistances. bludgeoning/piercing/slashing from non-magical/non-technological weapons, poison damage

Senses Darkvision 60 ft., passive Perception 14

Languages Common, Fraal, Elven, Dwarven, Halfling

Challenge 8 (3,900 XP)

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Magic Weapons. The Bounty Hunter’s weapon attacks are considered magical.

Poisonous Blood.  After taking over 50% maximum HP in damage, melee attacks (and ranged attacks within 10 feet) warrant dexterity saving throw (DC 16). Failure results in taking 1d8 poison damage. Furthermore, the bounty hunter has advantage on saves against other types of poisons as well as disease.

Retrovirus. When the Bounty Hunter drops to 0 HP, it instead becomes unconscious. After 1d6 rounds, it goes back to its Constitution stat in hit points. The only way to kill this creature is jabbing a piercing weapon above the neck or total annihilation in 1 hit. This creature is immune to all damage while in this comatose state, but can be killed outright through the previously stated methods.

Uniform Appearance.  All Astral Bounty Hunters look similar to the man seen above.  In actuality, this is a disguise for their true, alien form.

Unnatural.  This creature detects as unnatural (aberration/monstrosity) from Detect Good and Evil. Any Colonist Experiments automatically sense their presence when within eyesight or within 60 ft. of them, usually panicking as a result.

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ACTIONS

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Multiattack. The Bounty Hunter can make two attacks of choice; Disabling Tool, punch, gun.

Disabling Tool. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) Piercing damage. Targets hit by this must make a Constitution saving throw (DC 16) or be stunned for 1 round. If the creature is an experiment or hybrid mutant, they are killed outright.

Punch. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. The Bounty Hunter can forgo damage and grapple a target instead.

Gun. Ranged Weapon Attack +6 to hit, ranged 30 ft./60 ft., one target. Hit: 11 (2d6+3) piercing damage.

Strangle. Melee Weapon Attack; Target must make a constitution saving throw (16); target must be grappled, incapacitated, stunned, or paralyzed. Save Failure/Hit: 18 (4d6+4) bludgeoning damage.  Alternatively, you can substitute the Disabling tool to make this do piercing damage instead.    Alternatively, you can substitute the Disabling tool to make this do piercing damage instead.

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Created by Doctor Necrotic.  The X-Files belongs to 20th Century Media/Fox Entertainment.

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