The studious Komodos explore the ancient ruins that cover Tarakona in groups of 5 to 10, typically made up of rangers, investigators, and tamed hunting drakes, who then report back to a team of researchers in a Komodo stone city.
The rangers scout ahead of the exploration party, keeping it safe and hunting for food. Every ranger spends a full year training in the wilderness before they are assigned to their first exploration party, and can live in the wilds on their own indefinitely.
Rangers have a reputation for short tempers and withdrawn personalities, seeing the investigators and researchers as weaklings who couldn’t survive a day without them. While this viewpoint holds some truth, it often generates friction between the members of any exploration group.
Rangers use their poisoned shortbows until attackers close, then engage in melee to protect the researchers.
Text version of stat block, suitable for use in Homebrewery:
> ## Komodo Ranger
>*medium humanoid, evil*
> – **Armor Class** 15
> – **Hit Points** 110 (13d8 + 52)
> – **Speed** 30 ft.
>|16 (+3)|17 (+3)|18 (+4)|12 (+1)|14 (+2)|14 (+2)|
> – **Proficiency Bonus** +3
> – **Skills** Perception +8, Nature +5, Survival +5
> – **Damage Resistance** cold, bludgeoning, piercing, and slashing
> – **Senses** darkvision 60 ft., passive Perception 18
> – **Languages** Draconic
> – **Challenge** 4 (1,100 XP)
> ***Magic Resistance.*** The ranger has advantage on saving throws against spells and other magical effects.
> ### Actions
> ***Multiattack.*** The ranger makes three melee attacks or two ranged attacks.
> ***Rapier.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
> ***Poisoned Shortbow.*** *Ranged Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the creature must make a DC 13 Constitution save or take 8 (1d10 + 3) poison damage.