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Archer Sentry

Archer sentries slightly outrank rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray…

commonHumanHumanoid
Lvl 2HumanHumanoid
AC
17
HP
30
Perc
+11
Fort
+7
Ref
+10
Will
+7
STR
+2
DEX
+4
CON
+1
INT
+0
WIS
+3
CHA
+0
Speed25 ft
Actions
  • shortsword +10 1d6+4 piercing
  • fist +10 1d4+4 bludgeoning
  • composite longbow +10 1d8+3 piercing 100 ft
AC
17
HP
30
STR
+2
DEX
+4
CON
+1
INT
+0
WIS
+3
CHA
+0

Archer sentries slightly outrank rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants.

AC 17

Fort +7

Ref +10

Will +7

HP 30

Speed 25 feet

Melee

[Single Action]

shortsword +10 (Agile, Finesse, versatile S),

Damage 1d6+4 piercing

Melee

[Single Action]

fist +10 (Agile, Finesse, Nonlethal, Unarmed),

Damage 1d4+4 bludgeoning

Ranged

[Single Action]

composite longbow +10 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet),

Damage 1d8+3 piercing

Sentry's Aim [Two Actions] (Concentrate) The archer sentry aims carefully and fires. They make a ranged weapon Strike with a +1 circumstance bonus.