Mawbound Collective NPC's

Mawbound Beastrigger (CR 5)

Fighting Strategy:
Mawbound Beastriggers favor tactical strikes and grappling maneuvers to pin down elusive foes. They are accustomed to fighting massive beasts and use nets, harpoons, and brutal teamwork.

Armor / HP / Speed / Initiative Bonus:\

  • AC: 16 (Reinforced Astral Leather)\
  • HP: 78 (12d8 + 24)\
  • Speed: 30 ft., climb 20 ft.\
  • Initiative: +2

Saving Throws / Attack Bonus / Skills:\

  • Saves: Str +5, Con +5\
  • Attack Bonus: +7\
  • Skills: Athletics +7, Survival +5, Perception +4, Intimidation +4

Resistances / Immunities / Vulnerabilities:\

  • Resistances: Force damage (trained to withstand spatial pressure)\
  • Immunities: None\
  • Vulnerabilities: Psychic (mental strain from the hunt)

Equipment:\

  • Harpoon launcher (ranged weapon)\
  • Weighted Astral net\
  • Beastrigger’s knife (short sword)\
  • Grapple cords and climbing gear

Traits

  • Harpoon Grapple: When the Beastrigger hits with a harpoon, the target must succeed on a DC 14 Strength save or be grappled (escape DC 14). If flying or swimming, speed is halved.
  • Hunter’s Reflexes: Can make one weapon attack as a reaction against a creature that enters or leaves its reach.
  • Pack Instincts: Gains advantage on attack rolls if an ally is within 5 feet of the target.

Actions

  • Multiattack: The Beastrigger makes two melee attacks or one harpoon and one net attack.
  • Harpoon Launcher (Ranged Weapon Attack): +7 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) piercing damage and potential grapple (see trait).
  • Astral Net (Ranged Weapon Attack): +5 to hit, range 20/60 ft., one Large or smaller creature. Target must succeed on a DC 13 Strength save or be restrained until they use an action to escape.
  • Beastrigger’s Knife (Melee Weapon Attack): +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Breaker Add-On (CR ~7)

Role: Brutal front-liner, designed to crack shields and break formations.

  • New Trait – Juggernaut Charge:
    Once per turn, if the Beastrigger moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone and take an additional 2d6 bludgeoning damage.
  • Upgrade – Reinforced Armor:
    AC increases to 17. Gains temporary hit points equal to their Constitution modifier (min 3) at the start of each turn while below half health.
  • New Action – Crushing Blow:
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is prone, deal an extra 7 (2d6) damage.

Harvester Add-On (CR ~8)

Role: Ranged demolitionist; throws bombs and concoctions for area denial and debuffing.

  • New Trait – Chem-Fused Arsenal:
    Carries three explosive concoctions. Can throw one as an action. Recharges on a short rest.
  • New Action – Astral Bombs (Choose One):
  • Incendiary Gel: 20 ft. radius, DC 14 Dex save or take 4d6 fire damage, half on success.
  • Sludge Cloud: 15 ft. radius, heavily obscured; creatures inside must make a DC 14 Con save or be poisoned until the end of their next turn.
  • Tether Flask: Explodes into sticky filaments; creatures in a 10 ft. radius must make a DC 14 Str save or be restrained.
  • Change – Astral Net: Replace with “Slag Grenade” that deals 2d6 acid damage in 10 ft. radius and corrodes metal armor (-1 AC for 1 minute unless repaired).

Beastmaster Add-On (CR ~9–10)

Role: Summoner and controller; commands astral-touched beasts and uses limited druidic magic.

  • New Trait – Beast Call:
    Once per day, the Beastmaster may summon one CR 2 or lower beast (suggestion: Astral Bloodhawk, Space Leech, Starfang Lizard) that acts on its initiative and obeys verbal commands.
  • Spellcasting:
    The Beastmaster is a 5th-level spellcaster (Wisdom-based, DC 14, +6 to hit). Knows the following druid spells:
  • Cantrips (at will): Druidcraft, Thorn Whip
  • 1st level (4 slots): Entangle, Beast Bond
  • 2nd level (3 slots): Moonbeam, Barkskin
  • 3rd level (2 slots): Conjure Animals (1 beast of CR 2 or 2 beasts of CR 1)
  • New Action – Command Beast:
    As a bonus action, the Beastmaster can order any summoned or charmed beast to take the Dash, Disengage, or Help action.