Age of Adventure

Sharkfolk Harpooner

Large Beast/Humanoid, Sharkfolk Great White Sharkfolk, Hunter, Sharkfolk Clans, Level 3

HP: 0 / 0
PoS: 

HP: 45 (1d8, 2d10)

DgC/BC: 12/9

Speed: Normal: 7, Swim: 9

Initiative: 7

Carrying capacity: 156

Sanity: 8

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

1

STR

4

VIT

5

CHA

-3

INT

-2

WIS

2

Skills

Adventuring: 5, Block: 1, Exertion: 7, Intimidation: 3, Life Force: 1, Perception: 5, Precision: 1, Resilience: 1, Sleight: 1, Society: 2, Stamina: 4, Stealth: 2, Toughness: 1

Specialisations

Initiative: +1, Movement: +2, Smell: +2, Trackers Kit: +2, Tracking: +3, Unarmed Attacks: +1

Languages

Common

Abilities

Blood Frenzy. Melee attacks Sharkfolk Harpooner makes against bloodied creatures deal additional die of damage.

Bloodlust. Once per turn, whenever Sharkfolk Harpooner critically wounds a creature it can immediately make another attack costing no more than ◆◆.

Bloodscent. Sharkfolk Harpooner gains one level of advantage on Tracking checks and all attacks against bloodied creatures.

Actions

◆◆: Bite. Melee unarmed attack, Exertion(STR) to hit. 1d8 + STR piercing damage.

◆◆: Hunter's Mark. Sharkfolk Harpooner chooses a creature it can see within 15 m, fully focusing on it. For the next hour, until the marked creature dies or until Sharkfolk Harpooner marks a new creature, it gains advantage on any skill check to recall information about the marked creature or to find or track it. Sharkfolk Harpooner has advantage on all attack rolls against marked creature and disadvantage on all attack rolls against any other creature. Whenever Sharkfolk Harpooner deals damage to the marked creature it deals additional 1d4 damage.

Equipment

2x Harpoon

Level 0 Weapon, Pike

Coating: 1

Barbed Tether. Whenever This creature fully hits a target with an attack using Harpoon, the target becomes Grappled by Harpoon. While the weapon is grappling it cannot perform other attack actions. A Grappled creature and all other creatures in its melee range gain the following actions: ◆: Pull-out. Make DC 15 Exertion(STR). On success the target takes 4d8 lacerating damage and the grapple ends. On failure the target takes 2d6 lacerating damage; ◆◆◆: Unhook. Make a DC 15 Medicine(INT) or Medicine(WIS) check. On success, the grapple ends. On failure the target takes 2d6 lacerating damage.

◆◆: Piercing Throw. Thrown weapon attack. Distance: 8 m. Exertion(STR) to hit. 4d6 + STR piercing damage.

◆◆: Thrust. Two-handed melee weapon attack. Reach: 2 m. Exertion(STR) to hit. 2d8 + STR piercing damage.

◆◆◆◆: Power Thrust. Two-handed melee weapon attack. Reach: 2 m. Exertion(STR) to hit. ⨂d8, where ⨂ is This creature's STR.