Mercenary Enforcer
Creature 6 (rare) — human, humanoid
AnvilSniperLANDhumanhumanoid
Source: season-of-ghosts-bestiary
Perception +14
Languages common
Skills acrobatics +13, athletics +15, intimidation +12
Str
+4
Dex
+2
Con
+3
Int
+1
Wis
+2
Cha
+1
Items Composite Longbow, Longsword, Steel Shield, Scale Mail
AC 24 (26 with shield raised)
Fort +15
Ref +15
Will +11
HP 102
Speed 25 feet
Offense
Ranged Composite Longbow (deadly-d10, magical, propulsive, reload-0, volley-30) +15, range increment 100 feet, Damage 1d8+8 piercing
Melee Longsword (magical, versatile-p) +15, Damage 1d8+10 slashing
Abilities
Defensive Training — The mercenary enforcer gains an additional reaction at the start of their turn but can only use this reaction to Shield Block.
Fearful of Ghosts — All this talk about haunted ruins has the mercenary enforcers at Karahai on edge. At the start of any combat against the PCs while Karahai's Terror Point threshold is at least 2, a mercenary enforcer must succeed at a DC 20 Will save or become Frightened 1 (or Frightened 2 on a critical failure). Once Karahai's Terror Point threshold is 7 or higher, a mercenary enforcer also becomes Fleeing whenever they become frightened.
Reactive Strike —
Shield Block —
Sneak Attack — A mercenary enforcer deals 1d6 extra precision damage to creatures who are Off-Guard.
WORKS WELL WITH
FlankerLANDA precision striker converts targets held in melee reach into easy Sneak Attack openings.
SnareLANDA controller keeps foes from Striding away, guaranteeing the Reactive Strike this defender's extra reaction is built around.
WeaverLANDA caster debuffs targets at range while this defender's Shield Block and Reactive Strike hold the melee line steady.
PUNISHES
✖ disengaging from melee✖ low AC✖ exposed spellcasters
Works well with · Punishes · Pairing advice
Unlock with Tactics
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