Kroot Tracker
A stealthy hunter used to follow, flank, and ambush.
Threat File — Kroot Tracker
TR 4 · Kroot & AuxiliariesProficiencies: Stealth +6, Fieldcraft +6, Awareness +5
Senses: Tracks by scent; smell-based Awareness works in total darkness
Scent the Blood. The tracker automatically tracks any creature that is wounded or has slept in the open. Losing it requires water, void, or fire.
Ambush Architecture. When the tracker sets an ambush, allied kroot gain Advantage on their first attack of the fight.
Patient Shadow. The tracker can follow the party across an entire mission without engaging until conditions favor the pack.
Long Kroot Rifle. Ranged Attack: +5 to hit, range 100/300 ft., one target. Hit: 1d10 + 2 piercing damage. Its first attack from concealment each scene gains Advantage and deals an extra 1d10.
Marked Quarry. The tracker designates one creature it can see. Allied kroot attacks against that creature gain +1 to hit for the rest of the scene.
Fall Back and Follow. The tracker disengages through terrain without provoking Reactive Fire and resumes tracking rather than trading fire.
Morale: Never stands to fight; breaks contact when discovered and returns with the pack at a worse moment.
Tactics: Run the tracker mostly off-screen: strange bird calls, disturbed ground, the feeling of being paced. The ambush comes where the party camped, forded, or funneled. Killing the tracker is the party's only way to actually lose the tail.
Loot / Evidence / Hooks: A long rifle, trail-charms, and a marked map of every place the party thought they were safe.
Enemy Dossier
GM ReferenceThe kroot tracker follows scent, spoor, and habit across any terrain a target can bleed into. If the party has been running for two days and feels safe, the tracker has been there for one.
Use this enemy for pursuit scenarios, ambush setup, and to make wilderness travel feel watched.
Threat Profile: Low durability, excellent tracking and stealth, opening-ambush damage, pursuit pressure across scenes, avoids fair fights entirely.
Scent the Blood. Automatically tracks any creature that is wounded or has slept in the open; hiding requires water, void, or fire.
Ambush Architecture. When the tracker sets an ambush, allied kroot gain Advantage on their first attack.
Patient Shadow. Can follow the party across an entire mission without engaging until conditions favor the pack.
Marked Quarry. Designates one creature; the pack's attacks against it gain +1 to hit for the scene.
Opening Shot. First rifle attack from concealment gains Advantage and +1 die of damage.
Fall Back and Follow. Disengages through terrain and resumes tracking rather than trading fire.
Morale: Never stands to fight; breaks contact when discovered and returns with the pack at a worse moment.
Tactics: Run the tracker mostly off-screen: strange bird calls, disturbed ground, the feeling of being paced. When the ambush finally comes, it is where the party camped, forded, or funneled. Killing the tracker should be the party's only way to actually lose the tail.
Full Stat Block Priority: Medium