Mercenary Enforcer
A disciplined hired blade holds steady behind a raised shield, though talk of the haunted ruins it guards can fray even trained nerve.
Hired blades who guard Karahai's ruins for coin, mercenary enforcers are disciplined fighters—steady behind a raised shield until talk of haunted stones starts to fray their nerve.
In play
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 [Reaction]
Shield Block [Reaction]
Level 6
Perception +14 · Languages Common · Skills Acrobatics +13, Athletics +15, Intimidation +12
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +2 | +3 | +1 | +2 | +1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 24 | +15 | +15 | +11 |
HP 102
Speed 25 feet
Actions
- Melee Longsword [Single Action] +17 (Magical, versatile P), Damage 1d8+10 slashing
- Ranged Composite longbow [Single Action] +15 (range 100 ft, deadly d10, magical, propulsive, volley 30 feet), Damage 1d8+8 piercing
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