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Mercenary Enforcer
AC 24 (26 with shield raised)
rareHumanHumanoid
Lvl 6HumanHumanoidRare
- AC
- 24
- HP
- 102
- Perc
- +14
- Fort
- +15
- Ref
- +15
- Will
- +11
- STR
- +4
- DEX
- +2
- CON
- +3
- INT
- +1
- WIS
- +2
- CHA
- +1
Speed25 ft
Actions
- longsword +17 1d8+10 slashing
- composite longbow +15 1d8+8 piercing 100 ft
- AC
- 24
- HP
- 102
- STR
- +4
- DEX
- +2
- CON
- +3
- INT
- +1
- WIS
- +2
- CHA
- +1
AC 24 (26 with shield raised)
Fort +15
Ref +15
Will +11
HP 102
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]
Speed 25 feet