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Fenwright Poacher

Medium humanoid (any race), neutral evil · CR 5

by Codex

Fenwright Poacher
Armor Class
16
studded leather
Hit Points
97
15d8 + 30
Speed
30 ft., swim 30 ft.
  • STR +1
  • DEX +4
  • CON +2
  • INT 0
  • WIS +3
  • CHA 0
Saving Throws
Dex +7, Wis +6
Senses
passive Perception 16
Languages
Common, Sylvan
Gear
Cold-Iron Harpoon (2), Heavy Crossbow, Studded Leather, Snare Kit
Challenge 5 1,800 XP

Traits

  • Bog-Wise. The poacher ignores difficult terrain created by mud, reeds, or shallow water, and has advantage on Wisdom (Survival) checks made to track a creature through marshland.
  • Cold-Iron Rites. The poacher’s weapons and snares are wound with cold iron. A fey creature grappled, restrained, or damaged by the poacher cannot use its innate spellcasting or teleport until the end of its next turn.
  • Ambusher. On the first turn of combat, the poacher has advantage on attack rolls against any creature that has not yet taken a turn, and any hit it scores against a surprised creature is a critical hit.

Spellcasting

The Fenwright Poacher is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).

  • 1st level (4 slots). Hunter's Mark, Speak with Animals
  • 2nd level (2 slots). Pass without Trace

Actions

  • Cold-Iron Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 5/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Thrown range 20/60 ft. On a hit against a Large or smaller creature, the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the poacher. A creature of the fey type takes an extra 7 (2d6) piercing damage from the cold iron.
  • Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The poacher coats its bolts in fen-sap. A creature hit by this attack cannot regain hit points until the end of the poacher’s next turn.
  • Snare Line. The poacher yanks a hidden cold-iron trip-wire strung along a 15-foot line. A restrained creature cannot teleport or use magic to move itself, and can free itself with a DC 15 Strength (Athletics) check made as an action. Each creature in the area takes 10 (3d6) slashing damage.

Bonus Actions

  • Slip the Reeds. The poacher takes the Hide action, or moves up to half its speed through water or undergrowth without provoking opportunity attacks.

Reactions

  • Trapwise Riposte. Trigger: When a creature the poacher can see misses it with a melee attack. When a creature the poacher can see misses it with a melee attack, the poacher makes one Cold-Iron Harpoon attack against that creature.

Origin Story

Fenwright poachers are the wetland's answer to a bounty hunter: trappers who learned that the fair folk bleed like anything else if the wire is cold iron. Most began as ordinary marsh guides before some bargain soured — a stolen child, a drowned village, a debt collected in teeth — and now they sell fey trophies to hedge-wizards and collectors who ask no questions. A poacher works alone, walks its lines at dusk and dawn, and treats an adventuring party as either a rival crew or a fresh set of tracks to follow home.

Habitat and Ecosystem

Peat bogs, tidal fens, flooded ruins, and the drowned edges of any forest where a fey crossing is rumored to open. A poacher's territory is marked by cold-iron wire strung between alders, weighted snare pits under floating reed mats, and the occasional fey skull nailed to a stump as a warning to whatever is still watching.

Behavior Patterns

A poacher never opens with a fair fight. It shadows a party for a full day, notes who carries the light and who sleeps at watch, then springs a snare line on ground it has already measured. Reduced below half its hit points, it disengages into water, reloads, and resumes the hunt after dark. It will parley — briefly — with anyone offering better coin than the trophies are worth, and keeps such bargains exactly as long as they stay profitable.

Interaction Guide

A poacher works best as a recurring antagonist rather than a single fight. Hire it as a marsh guide, discover the fey it keeps caged, and the party must decide whether the thing in the cage deserves rescuing. Parties that free its quarry earn a patient, professional enemy who knows the terrain and will not be goaded into a stand-up fight.

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