Mercenary Band
Creature 9 — human, humanoid, troop
Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel deeds and opportunistic betrayals. Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.
Source: pathfinder-npc-core
Perception +17
Skills athletics +19, intimidation +18, society +14, survival +15, thievery +19
Str
+4
Dex
+2
Con
+3
Int
-1
Wis
+2
Cha
+1
AC 26
Fort +18
Ref +17
Will +15
HP 180
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet
Abilities
Troop Defenses — Thresholds 120 (3 segments), 60 (2 segments)
Troop Defenses
Troop Movement — Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Let 'em Have It! — 1 to 3
Frequency once per round
Effect The mercenary band engages in a coordinated attack with its wide array of melee weapons against each enemy in a 5-foot type:emanation with a DC 25 Reflex save. The damage depends on the number of actions.
1 1d8+2 bludgeoning, 1d8+2 piercing{piercing}, or 1d8+2 slashing{slashing}
2 3d8+4 bludgeoning, 3d8+4 piercing{piercing}, or 3d8+4 slashing{slashing}
3 4d8+6 bludgeoning, 4d8+6 piercing{piercing}, or 4d8+6 slashing{slashing}
Ready... Fire! — The mercenary band draws or reloads their bows, crossbows, and slings, then launches a ranged attack in the form of a volley. This volley is a 10-foot type:burst within 120 feet that deals 2d8+4 piercing or 2d8+4 bludgeoning{bludgeoning} damage with a DC 25 Reflex save. When the mercenary band is reduced to 2 or fewer segments, this area decreases to a 5-foot type:burst.
Spoils of War —
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