SWURPG
Nightsister Hunter

Nightsister Hunter

TR 2

Humanoid · Medium·Recommended levels: 2-6

AC
14(Red robes and preternatural reflexes)
HP
33(6d8+6)
Speed
35 ft
Initiative
+3

Abilities

STR
11
+0
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
11
+0

Saves

  • DEX +5
  • WIS +4

Skills

  • Stealth +5
  • Perception +4
  • Survival +4
  • Acrobatics +5

Languages

  • Paecian
  • Galactic Basic

Equipment

Nightsister energy bowChain sickle

Traits

Blood Tracker

The Hunter has Advantage on Survival and Perception checks made to track a creature that has taken damage within the last hour.

Skirmisher

When an enemy ends its turn within 5 ft of the Hunter, she can move up to 10 ft as a Reaction without provoking opportunity attacks.

Actions

Multiattack

The Hunter makes two attacks with her energy bow, or one energy bow attack and one chain sickle attack.

Nightsister Energy BowRanged Weapon Attack
To hit
+5
Range
150/600 ft
Target
one target
Hit
7 (1d8+3) energy damage
Chain SickleMelee Weapon Attack
To hit
+5
Range
10 ft
Target
one target
Hit
6 (1d6+3) kinetic damage

Lore

The Hunter is the coven's tracker and ranged specialist — the third of the classic Nightsister specializations. Robed in red and armed with the signature Nightsister energy bow (a plasma-string weapon that fires solid bolts of energy), she follows blood trails across Dathomir's marshes and is dispatched by the Clan Mother to run down marked targets. Naa'leth was counted among the clan's greatest Hunters.

A Hunter is a mobile skirmisher: she kites with the energy bow at long range, uses her chain sickle to drag stragglers off the line, and repositions constantly so the party can never quite pin her. Individually fragile, Hunters are murder in numbers — a hunting party of three or four can cut down an isolated PC before the rest of the group closes the gap.

In Play

Hunters open at maximum range and stay there, using Skirmisher to drift away from anyone who closes. They focus fire — a coven's Hunters will all target the same PC to drop them before healing can answer. The chain sickle's pull lets a Hunter yank a fleeing or low-HP target back into the kill zone. Use terrain: Hunters love elevation and lines of retreat, and a smart GM keeps them moving so the party wastes turns chasing.

Adventure Hooks

  1. Marked for the HuntThe Clan Mother has set her Hunters on a fugitive the party is sheltering. The witches follow the blood trail relentlessly, and the only way to break the hunt is to clear the mark — by surrendering the target, satisfying the grievance, or killing every Hunter who carries it.
  2. The Bowyer's SecretA Nightsister energy bow has surfaced on the black market, and a Hunter wants it back — it is keyed to her, and in the wrong hands it is a clue to her coven's location. She will trade, steal, or kill to recover it.
  3. Red Robes in the ReedsHunters have been picking off a survey team one member at a time, each victim found at the edge of camp. The party is brought in to end it — and to discover the team strayed onto a sacred Nightsister hunting ground.