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Shikwashim Mercenary

Creature 9 (uncommon) — humanoid, lizardfolk

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +18
Skills acrobatics +19, athletics +19, stealth +19, survival +17
Str
+4
Dex
+4
Con
+3
Int
+1
Wis
+2
Cha
+0
AC 27 Fort +20 Ref +19 Will +15
HP 155
Speed 25 feet, swim 15 feet

Offense

Melee Scimitar +20, Damage 2d6+10 slashing
Melee Jaws +19, Damage 1d6+10 piercing
Melee Tail +19, Damage 1d4+10 bludgeoning
Ranged Javelin +19, Damage 1d6+10 piercing

Abilities

Attack of Opportunity — Attack Of Opportunity
Deep Breath — A Shikwashim mercenary can hold their breath for 20 minutes.
Shield Block — Shield Block
Coordinated Distraction (auditory, concentrate, visual) — With a sharp whistle or wave of their hand, the mercenary distracts an opponent so one of the mercenary's allies can land a clean blow. The mercenary chooses a target and an ally, both of whom must be within 30 feet of the mercenary. The target is Off-Guard against the first Strike the mercenary's ally makes on its next turn; if the ally doesn't Strike that target, the effect is lost. Depending on how the mercenary distracts their foe, this action gains either the auditory or visual trait.
Human Hunter — A Shikwashim mercenary's multiple attack penalty for attacks against humans is -3 (-2 with an agile weapon) on their second attack per turn or -6 (-4 with an agile weapon) on their third or subsequent attack per turn.
Powerful Swipe — The Shikwashim mercenary makes a melee Strike. If it hits, it deals an extra die of damage. This counts as two attacks for the mercenary's multiple attack penalty.
Terrain Advantage — Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a Swim speed are Off-Guard to a Shikwashim mercenary.

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