
Botmundr Bromson, Human Ranger (Gloom Stalker)
Background: Botmundr grew up in the isolated forests of the north, learning the ways of the hunt from his father. However, when a rival clan killed his family and left him for dead, Botmundr survived through sheer grit and hatred. Now, as a Gloom Stalker, he uses the cover of darkness to track and eliminate his prey with ruthless precision, driven by an unquenchable thirst for vengeance and justice on his own twisted terms.
Personality Traits
- Cold and Calculated. Botmundr is disciplined in every movement, speech, and decision, showing no mercy and calculating every step to ensure his mission is accomplished.
- Relentless Stalker. Botmundr has a habit of memorizing details about people he meets, as he believes anyone could one day be either an asset or a target.
Ideals
- Law Through Fear. Order is maintained not through kindness, but through the fear of swift, severe punishment.
- Retribution. Injustice should never go unanswered; if someone wrongs another, they deserve to face their actions’ consequences, especially if he deems them worthy of his own brand of “justice.”
Bonds
- Bound by Vengeance. Botmundr’s purpose is vengeance against those who wronged his family and those who emulate that dishonor. He will pursue his quarry across any boundary.
- A Loyalty to Shadows. He respects the shadows and dark places where he feels at home, considering them his only true allies.
Flaws
- Unforgiving Nature. Botmundr finds it nearly impossible to forgive even the smallest betrayal or slight. Once someone crosses him, they are marked.
- Isolationist’s Mindset. Years of solitary hunting have left him distrustful of others, often refusing aid or alliances even when they would be beneficial.
- Relentless Drive to Hunt. If he identifies a target, Botmundr will stop at nothing to finish the job, often leading him to overextend himself or ignore better judgment.
Roleplaying
Botmundr Bromson is a character driven by vengeance and a twisted sense of justice. He rarely shows warmth and is more likely to be terse and cryptic, choosing his words carefully to keep people at a distance.
- Relentless Focus. Botmundr speaks with a purpose, often interrupting others if he thinks they’re wasting time. He is single-minded and becomes visibly agitated if someone tries to steer him off his chosen path.
- Emotionally Guarded. He often withholds his true feelings, concealing any vulnerabilities behind a stoic expression. His voice is low and deliberate, and he rarely raises it, even when giving commands.
- Respect for Strength. Botmundr respects those who can prove themselves capable and cunning. While he may not consider them friends, he has been known to work with others if they can handle themselves in the field.
- Intimidating Presence. Even when silent, Botmundr radiates a sense of menace. He will use his calm demeanor to instill fear, especially in those he deems weak or disloyal.
Quotable Phrases
- “The shadows hold no mercy. Nor do I.”
- “You’ll run, of course. They all do at first.”
- “Justice is cold, but so am I.”
Tactics
- Ambush Specialist. Botmundr always tries to get the jump on his target. Using Disguise Self or Pass Without Trace, he approaches unseen to gain the first strike, taking advantage of his Dread Ambusher feature.
- Hit-and-Run. He capitalizes on his Shadow’s Step ability to teleport between patches of dim light or darkness, staying unpredictable and elusive. He’ll strike and then teleport away to avoid counterattacks.
- Targeted Strikes. Botmundr uses Hunter’s Mark to focus on a single target, making sure his attacks are precise and lethal. He’ll prioritize weaker enemies first, clearing the battlefield to focus on his main target.
- Fear as a Weapon. If he senses his prey’s morale is wavering, he’ll cast Fear to scatter opponents, making it easier to pick them off one by one. This tactic is particularly effective if he’s up against multiple foes with low resolve.
- Retreat and Regroup. If the battle starts to go against him, he’ll use Pass Without Trace to disengage and melt back into the shadows, retreating to fight another day if necessary.
Botmundr Bromson (CR 8)
Medium Human Ranger (Gloom Stalker), Lawful Evil
Armor Class: 17 (Studded Leather, Dex)
Hit Points: 123 (15d10 + 45)
Speed: 35 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 18 (+4) | 16 (+3) | 12 (+1) | 14 (+2) | 10 (+0) |
Saving Throws Strength +6, Dexterity +8, Wisdom +6
Skills Stealth +12, Survival +8, Perception +10, Intimidation +4
Senses Darkvision 60 ft., Passive Perception 20
Languages Common, Giant, Sylvan
Innate Spellcasting (from Gloom Stalker)
Botmundr’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:
1st level (4 slots): Disguise Self, Hunter’s Mark
2nd level (3 slots): Pass Without Trace, Darkvision
3rd level (2 slots): Fear, Nondetection
Gloom Stalker Features
- Dread Ambusher. On the first round of combat, Botmundr’s walking speed increases by 10 feet, and he can make an additional weapon attack as part of his Attack action, dealing an extra 1d8 damage.
- Umbral Sight. Botmundr has darkvision out to a range of 60 feet. He is also invisible to creatures that rely on darkvision to see him.
Actions
- Multiattack. Botmundr makes two attacks with his longbow or his short sword.
- Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 6) piercing damage, plus 3 (1d6) poison damage.
- Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) piercing damage, plus 3 (1d6) poison damage.
- Shadow’s Step (Recharge 5–6). As a bonus action, Botmundr can teleport up to 30 feet to an unoccupied space he can see that’s in dim light or darkness. After teleporting, he has advantage on his next attack roll until the end of his turn.
Reactions
Unyielding Pursuit. When a creature he can see attempts to escape (move out of his range), he can use his reaction to move up to half his speed to follow that creature. This movement doesn’t provoke opportunity attacks.
Equipment
- Shadow-Wrought Longbow. A custom longbow enchanted to amplify his attacks in darkness. In dim light or darkness, this bow deals an additional 1d6 necrotic damage on each hit.
- Studded Leather Armor of the Veil. This lightweight armor blends into shadows, granting Botmundr advantage on Stealth checks made in dim light or darkness.
- Hunter’s Poison. Botmundr carries three vials of poison, crafted from local toxins. When applied to his weapons, this poison deals an additional 1d6 poison damage on the first hit and reduces the target’s speed by 10 feet for 1 round (DC 14 Constitution saving throw to resist).
- Shadow Dust (3 Uses). A fine, magical dust that, when thrown into the air, dims all light sources in a 20-foot radius for 1 minute, creating a zone of dim light that he can use for stealth or teleportation.
- Amulet of Vengeance. A small, crude amulet made from the claw of a wolf. This item is not magical, but it symbolizes Botmundr’s unyielding pursuit of revenge. He often clutches it in moments of doubt to renew his resolve.
