Vortex Hunter (5e Creature)

Vortex Hunter

Medium aberration, lawful evil


Armor Class 15 (chain shirt)
Hit Points 45 (6d8 + 18)
Speed 35 ft., fly 10 ft. (hover)


STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 17 (+3) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Int +2, Wis +5
Skills Perception +5, Stealth +5
Damage Vulnerabilities lightning
Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 15 ft., darkvision 60 ft., passive Perception 15
Languages Deep Speech and any 2 others
Challenge 3 (700 XP)


Rejuvenation. If a vortex hunter is slain, it returns to life 1d10 days later on the Astral Plane, regardless of where it died. Only a wish spell may stop this trait from functioning.

ACTIONS

Multiattack. The vortex hunter makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used in two hands.

Flaming Gauntlet (Recharge 6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.

Mind Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (1d12 + 2) psychic damage.


Vortex hunters are mysterious humanoid creatures from the Astral Plane. They are bizarre in that poisons seem to do nothing, they shrug off heat and cold like it wasn't there, and none have ever been observed eating, or drinking. They have been observed performing a kind of sleep, comparable to the Trance of an elf in that they never do it for longer than 4 hours, yet they seem just as well rested as a human after 8 hours of rest. They wear odd black suits of armour, detailed in bright red and green, the intricacy of which seems to indicate rank among its own kind. Their most frightening ability is that they can return to life after they are killed, always finding their way to their home plane like carrier pigeons.

Aberrant Nature A vortex hunter doesn't require air, food, or drink.


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