Treasure Hunter

Small or Medium • Humanoid • Any Alignment

Armor Class 15

Hit Points 58 (9d8 + 18)

Speed 30 ft., climb 20 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)17 (+3)14 (+2)16 (+3)14 (+2)12 (+1)

Saving Throws Dex +5

Skills Acrobatics +5, History +7, Investigation +7, Perception +4, Religion +5

Gear pistol, studded leather, whip

Senses passive Perception 14

Languages Common plus three other languages

CR 3 (XP 700; PB +2)

Dungeon Delver. The treasure hunter has advantage on saving throws forced by traps.

Evasion. If the treasure hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the treasure hunter instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

ACTIONS

Multiattack. The treasure hunter makes two attacks, using Whip or Pistol in any combination.

Whip. Melee Weapon Attack: +5, reach 10 ft. Hit: 8 (2d4 + 3) slashing damage, and the target suffers one of the following effects of the treasure hunter’s choice (a target can only be affected once per turn):

  • The target is knocked prone.
  • The target is pulled up to 5 feet toward the treasure hunter.
  • The target is disarmed of an object is carrying in their hands.

Pistol. Ranged Weapon Attack: +5, range 30/90 ft. Hit: 12 (2d8 + 3) piercing damage.

Spellcasting. The treasure hunter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: comprehend language, detect magic, mage hand

BONUS ACTIONS

Quick Hands. The treasure hunter takes the use object action.

REACTIONS

Roll With It. Trigger: The treasure hunter is hit by an attack roll. Response: The treasure hunter moves up to 10 feet without provoking opportunity attacks.

Treasure Hunter

Small or Medium • Humanoid • Any Alignment

Armor Class 14

Hit Points 22 (4d8 + 4)

Speed 30 ft., climb 20 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
14 (+2)15 (+2)12 (+1)14 (+2)12 (+1)10 (+0)

Saving Throws Dex +4

Skills Acrobatics +4, History +4, Investigation +4, Perception +3, Religion +4

Gear pistol, studded leather, whip

Senses passive Perception 13

Languages Common plus three other languages

CR 1/2 (XP 100; PB +2)

Dungeon Delver. The treasure hunter has advantage on saving throws forced by traps.

Evasion. If the treasure hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the treasure hunter instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

ACTIONS

Whip. Melee Weapon Attack: +4, reach 10 ft. Hit: 4 (1d4 + 2) slashing damage, and the target suffers one of the following effects of the treasure hunter’s choice (a target can only be affected once per turn):

  • The target is knocked prone.
  • The target is pulled up to 5 feet toward the treasure hunter.
  • The target is disarmed of an object is carrying in their hands.

Pistol. Ranged Weapon Attack: +4, range 30/90 ft. Hit: 6 (1d8 + 2) piercing damage.

Spellcasting. The treasure hunter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: comprehend language, detect magic, mage hand

BONUS ACTIONS

Quick Hands. The treasure hunter takes the use object action.

REACTIONS

Roll With It. Trigger: The treasure hunter is hit by an attack roll. Response: The treasure hunter moves up to 10 feet without provoking opportunity attacks.

Treasure Hunter

Small or Medium • Humanoid • Any Alignment

Armor Class 16

Hit Points 105 (14d8 + 42)

Speed 30 ft., climb 20 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)19 (+4)16 (+3)18 (+4)16 (+3)14 (+2)

Saving Throws Dex +7

Skills Acrobatics +7, History +10, Investigation +10, Perception +6, Religion +7

Gear pistol, studded leather, whip

Senses passive Perception 16

Languages Common plus three other languages

CR 6 (XP 2,300; PB +3)

Dungeon Delver. The treasure hunter has advantage on saving throws forced by traps.

Evasion. If the treasure hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the treasure hunter instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

ACTIONS

Multiattack. The treasure hunter makes three attacks, using Whip or Pistol in any combination.

Whip. Melee Weapon Attack: +5, reach 10 ft. Hit: 9 (2d4 + 4) slashing damage, and the target suffers one of the following effects of the treasure hunter’s choice (a target can only be affected once per turn):

  • The target is knocked prone.
  • The target is pulled up to 5 feet toward the treasure hunter.
  • The target is disarmed of an object is carrying in their hands.

Pistol. Ranged Weapon Attack: +5, range 30/90 ft. Hit: 13 (2d8 + 4) piercing damage.

Spellcasting. The treasure hunter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: comprehend language, detect magic, mage hand

BONUS ACTIONS

Quick Hands. The treasure hunter takes the use object action.

REACTIONS

Roll With It. Trigger: The treasure hunter is hit by an attack roll. Response: The treasure hunter moves up to 10 feet without provoking opportunity attacks.

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.