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
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.