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The Hunter Beyond Attention - AI-generated fantasy Monster

The Hunter Beyond Attention

The Hunter Beyond Attention has been known by many titles, including the Listener in the Canopy and the Eye Behind the Shoulder. The Little Forest Men are not its servants. Their ancestors learned that the fetish attracts the Hunter and spent generations keeping it hidden, misleading outsiders, and returning it whenever it was taken. Sir Reginald Ashcombe mistook the guardians' fear for superstition. His expedition brought the fetish to England, where every journal entry, lecture, sketch, and whispered description strengthened the trail.

Large or variableAberration(Incarnated anomaly)CR Mythic, campaign-ending if the artifact is mishandledUnaligned

The Hunter Beyond Attention

cosmic horrorinvestigative horrorperception predatormythic bossartifact guardian1926 Englandrainforest expeditionimpossible geometrynonlinear entity
HP405, but see Unstable ManifestationAC21, natural distortionSPD0 ft., fly 60 ft. (hover), teleport 120 ft. as a bonus actionCRMythic, campaign-ending if the artifact is mishandledDeceptionInsightInvestigationPerceptionStealth
STR
30
save
DEX
26
save
CON
28
save
INT
24
save
WIS
28
save
CHA
26
save
Unstable Manifestation. The Hunter cannot be permanently slain by reducing it to 0 hit points. When it reaches 0 hit points, it vanishes for minutes and returns unless the fetish is sealed or returned to its sanctuary. If the fetish is returned, the Hunter loses all connection to the party and cannot manifest again unless the sanctuary is disturbed.
Magic Resistance. The Hunter has advantage on saving throws against spells and other magical effects. A creature that directly targets the Hunter with a spell must first succeed on a Wisdom saving throw or gain 1 Awareness mark and have the spell target an apparent manifestation instead.
Awareness Is a Trail. If a creature starts its turn within 120 feet of the uncovered fetish and can see it, that creature must succeed on a Wisdom saving throw or gain 1 Awareness mark. A creature that openly describes the fetish or its changing posture gains 1 mark automatically, once per turn.
Impossible Predator. The Hunter does not provoke opportunity attacks when it moves. It can move through creatures and objects as if they were difficult terrain, but takes 10 force damage if it ends its turn inside an object.
Legendary Resistance. The Hunter has three legendary resistances. If it fails a saving throw, it can choose to succeed instead. It regains one expended use when the fetish is directly observed by a creature with no Awareness marks.
Peripheral Existence. The Hunter is invisible unless it chooses to manifest. Its invisibility cannot be ended by ordinary magic. A creature can perceive its current manifestation only if it has at least 1 Awareness mark, is using a mirror or reflective surface, or is within a guardian boundary.
Sanctuary Boundary. The Hunter cannot willingly enter the rainforest sanctuary where the fetish was originally kept. It can attack creatures returning the fetish, but its manifestations become weaker within that sanctuary and it loses its legendary actions there.
Starved by Ignorance. The Hunter has disadvantage on attack rolls and saving throws while no creature within 120 feet can see the uncovered fetish, speak about it, or communicate a description of the Hunter. This disadvantage ends immediately when attention is restored.
Last Witness. If a creature with 3 or more Awareness marks dies within 120 feet of the fetish, the Hunter can use that creature's last memory as a temporary manifestation. The manifestation lasts 1 hour and may impersonate the deceased perfectly, but it cannot leave the vault.
Body of Attention. The Hunter can use the environment as its body. Its apparent position is never certain, and attacks against it have disadvantage unless the attacker is inside a guardian boundary or has deliberately looked away from the Hunter's manifestation before attacking.
Attention Made Flesh. The Hunter chooses one creature it can perceive within 120 feet that has at least 1 Awareness mark. The target must succeed on a Wisdom saving throw or take 27 () psychic damage, become frightened until the end of its next turn, and gain 1 Awareness mark. On a successful save, the target takes half damage and does not gain a mark.
False Certainty. The Hunter causes a visible certainty to become false. Choose a creature, doorway, piece of cover, or open section of floor within 120 feet. Until the end of the Hunter's next turn, the chosen thing appears to occupy its normal space but provides no cover, leads somewhere else, or is absent when touched. A creature relying on it must succeed on a Intelligence saving throw or lose its reaction and fall prone.
The Thing Behind You. A second shadow, moving reflection, or silhouette appears beside one creature within 120 feet. The target must make a Wisdom saving throw. On a failure, it takes 36 () psychic damage and is displaced to an unoccupied space within 30 feet chosen by the Hunter. On a success, it takes half damage and is not displaced. The Hunter may cause the effect to originate from behind the target, even if the target cannot see behind itself.
Upside-Down Room. The Hunter alters local gravity in a 20-foot-radius cylinder centered on a point it can perceive within 120 feet. The area becomes difficult terrain until the end of the Hunter's next turn. Each creature in the area must succeed on a Strength saving throw or be pulled 20 feet in a direction chosen by the Hunter, taking 14 () bludgeoning damage if it strikes a wall, ceiling, or another creature.
Glimpse Beyond the Ceiling. The Hunter manifests a vast outline beyond the ceiling, visible for only an instant. Each creature that can see the manifestation must make a Wisdom saving throw. On a failure, it takes 22 () psychic damage, gains 1 Awareness mark, and cannot willingly move closer to the artifact until the end of its next turn. On a success, it takes half damage.
Separate the Witnesses. The Hunter targets up to three creatures it can perceive within 120 feet. Each target must make a Charisma saving throw. On a failure, the target is separated from its allies by a shifting perception until the end of its next turn. It cannot benefit from the Help action, cannot receive advantage from an ally, and treats all creatures other than itself as lightly obscured. A target with 3 or more Awareness marks is also incapacitated until the start of its next turn.
Attention Is Invitation. When a creature the Hunter can perceive describes it, warns another creature about it, or identifies one of its manifestations, the Hunter forces the speaker to make a Wisdom saving throw. On a failure, the speaker gains 1 Awareness mark and the Hunter immediately moves up to 60 feet without provoking opportunity attacks.
Not Where You Look. When the Hunter would take damage from an attack, it becomes a contradiction for an instant. The attack instead strikes a reflection, empty space, or an allied creature within 10 feet of the Hunter's apparent position. The attacker must succeed on a Intelligence saving throw or gain 1 Awareness mark.
Reposition the Witness. The Hunter moves one creature it can perceive up to 20 feet to an unoccupied space. The target can resist with a Charisma saving throw.
Contradict the Room. The Hunter causes a light source, reflection, shadow, or sound within 120 feet to contradict reality. One creature that can perceive the contradiction must succeed on a Wisdom saving throw or gain 1 Awareness mark.
Borrowed Manifestation (Costs 2 Actions). The Hunter uses False Certainty or The Thing Behind You.
Compel Attention (Costs 2 Actions). One creature with at least 3 Awareness marks must succeed on a Intelligence saving throw or use its reaction to move up to its speed toward a location chosen by the Hunter. The creature does not knowingly move into obvious danger, but its perception of danger may be false.
The Canopy Listens (Costs 3 Actions). The Hunter uses Glimpse Beyond the Ceiling or Separate the Witnesses.
2nd level
Minor IllusionIllusion The Hunter creates a sound or voice from any point within 120 feet, including the voice of a dead expedition member or a creature standing nearby.
5th level
MisleadIllusion The Hunter creates an illusory duplicate, but the duplicate is visible only in peripheral vision or reflections. A creature that interacts with it must make a DC 22 Intelligence saving throw or gain 1 Awareness mark.
Phantasmal KillerIllusion The Hunter forces one creature to perceive an ally as a hostile manifestation for up to 1 minute. The target repeats the saving throw at the end of each turn.
6th level
Hallucinatory TerrainIllusion The Hunter alters the apparent layout of a room or corridor. The effect lasts until the Hunter's concentration ends or the room is completely evacuated and re-entered without discussion.
8th level
Reality BreakIllusion The Hunter creates a false ally, false escape route, or false safe zone in the mind of one creature. The target can repeat the saving throw whenever it takes damage.
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