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Mercenary Enforcer

Nethys Note: No description has been provided for this creature.

Recall Knowledge - Humanoid (Society): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Mercenary EnforcerCreature 5

Rare Medium Human Humanoid 
Source Season of Ghosts (Hardcover) pg. 196
Perception +12
Languages Common
Skills Acrobatics +11, Athletics +13, Intimidation +10
Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
Items +1 longsword, +1 composite longbow (20 arrows), scale mail, steel shield
AC 22 (24 with shield raised); Fort +13, Ref +13, Will +9
HP 82
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 18 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
Melee [one-action] longsword +15 [+10/+5] (magical, versatile P), Damage 1d8-2+10 slashingRanged [one-action] composite longbow +13 [+8/+3] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8-2+8 piercingSneak Attack A mercenary enforcer deals 1d6 extra precision damage to creatures who are off-guard.