Bounty Hunter
Small or Medium • Humanoid • Lawful Good
Armor Class 15
Hit Points 71 (11d8 + 22)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 17 (+3) | 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) |
Saving Throws Dex +5
Skills Stealth +5, Perception +6, Survival +6
Gear dagger, net, studded leather, shortsword
Senses passive Perception 16
Languages Common plus two other languages
CR 4 (XP 1,100; PB +2)

Dead or Alive. The bounty hunter scores a critical hit on a 17 or higher, provided the target is restrained.
ACTIONS
Multiattack. The bounty hunter makes three Shortsword attacks. It can replace one of these attacks with a Bola attack or a use of Smoke Bomb.
Shortsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage.
Bola (2/Day). Ranged Weapon Attack: +5, range 30/60 ft. Hit: The target is knocked prone and becomes restrained until it or a creature within 5 feet of it takes an action to remove the bola.
Smoke Bomb (2/Day). The bounty hunter throws a smoke bomb to a point it can see within 30 feet of it. The bomb then explodes and creates a heavily obscured 15-foot-radius sphere of smoke. The effect lasts for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
Spellcasting. The bounty hunter casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
2/day: locate creature, locate object
BONUS ACTIONS
Hunter’s Mark (2/Day). The bounty casts hunter’s mark, using the same spellcasting ability as Spellcasting.
REACTIONS
No Escape. Trigger: A creature within 5 feet of the bounty hunter that it can see attempts to end the effect of its Bola. Response: The bounty hunter prevents that action. The target must choose a different action or lose it.
Bounty Hunter
Small or Medium • Humanoid • Lawful Good
Armor Class 14
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 15 (+2) | 13 (+1) | 11 (+0) | 12 (+1) | 10 (+0) |
Skills Stealth +4, Perception +5, Survival +5
Gear dagger, net, studded leather, shortsword
Senses passive Perception 15
Languages Common plus two other languages
CR 1 (XP 200; PB +2)

Dead or Alive. The bounty hunter scores a critical hit on a 18 or higher, provided the target is restrained.
ACTIONS
Multiattack. The bounty hunter makes two Shortsword attacks. It can replace one of these attacks with a Bola attack or a use of Smoke Bomb.
Shortsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Bola (2/Day). Ranged Weapon Attack: +5, range 20/40 ft. Hit: The target is knocked prone and becomes restrained until it or a creature within 5 feet of it takes an action to remove the bola.
Smoke Bomb (2/Day). The bounty hunter throws a smoke bomb to a point it can see within 30 feet of it. The bomb then explodes and creates a heavily obscured 10-foot-radius sphere of smoke. The effect lasts for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
Spellcasting. The bounty hunter casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
2/day: locate creature, locate object
BONUS ACTIONS
Hunter’s Mark (2/Day). The bounty casts hunter’s mark, using the same spellcasting ability as Spellcasting.
REACTIONS
No Escape. Trigger: A creature within 5 feet of the bounty hunter that it can see attempts to end the effect of its Bola. Response: The bounty hunter prevents that action. The target must choose a different action or lose it.
Bounty Hunter
Small or Medium • Humanoid • Lawful Good
Armor Class 16
Hit Points 127 (17d8 + 51)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 19 (+4) | 17 (+3) | 13 (+1) | 16 (+3) | 10 (+0) |
Saving Throws Dex +7, Wis +6
Skills Stealth +7, Perception +10, Survival +10
Gear dagger, net, studded leather, shortsword
Senses passive Perception 20
Languages Common plus two other languages
CR 7 (XP 2,900; PB +3)

Dead or Alive. The bounty hunter scores a critical hit on a 16 or higher, provided the target is restrained.
ACTIONS
Multiattack. The bounty hunter makes three Shortsword attacks. It can replace one of these attacks with a Bola attack or a use of Smoke Bomb.
Shortsword. Melee Weapon Attack: +7, reach 5 ft. Hit: 14 (3d6 + 4) piercing damage.
Bola (3/Day). Ranged Weapon Attack: +7, range 30/90 ft. Hit: The target is knocked prone and becomes restrained until it or a creature within 5 feet of it takes an action to remove the bola.
Smoke Bomb (2/Day). The bounty hunter throws a smoke bomb to a point it can see within 30 feet of it. The bomb then explodes and creates a heavily obscured 20-foot-radius sphere of smoke. The effect lasts for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
Spellcasting. The bounty hunter casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
3/day: locate creature, locate object
BONUS ACTIONS
Hunter’s Mark (3/Day). The bounty casts hunter’s mark, using the same spellcasting ability as Spellcasting.
REACTIONS
No Escape. Trigger: A creature within 5 feet of the bounty hunter that it can see attempts to end the effect of its Bola. Response: The bounty hunter prevents that action. The target must choose a different action or lose it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
