Assassins' Guild Grenadier
Level 3Creature· chaoticMediumLegacy
AC
19
HP
45
Speed
25 ft.
Perception
+9
Fort
+9
Ref
+12
Will
+5
Languages common
Skills crafting +10, stealth +10, society +9, acrobatics +7, thievery +7, deception +5
Recall Knowledge DC 18 (society)
Attacks
Melee Dagger +10 (agile, finesse, versatile-s), Damage 1d4+5 piercing
Melee Dagger +10 (agile, thrown 10 ft., versatile-s), Damage 1d4+5 piercing
Melee Hand Crossbow +10 (reload 1 ft.), Damage 1d6+5 piercing
Melee Acid Flask (Moderate) +12 (bomb, consumable, infused, splash), Damage 2d6 acid plus 1 acid plus 2 acid
Melee Alchemist's Fire (Moderate) +12 (bomb, consumable, infused, splash), Damage 2 fire plus 2 fire plus 1d8+1 fire
Melee Frost Vial (Moderate) +12 (bomb, consumable, infused, splash), Damage 2 cold plus 1d6+1 cold
Abilities
Infused Itemsinteraction
An assassins' guild grenadier carries 2 infused Acid Flask (Moderate), 2 infused Alchemist's Fire (Moderate), and 2 infused Frost Vial (Moderate). These items last for 24 hours, or until the next time they make their daily preparations.
Far Lob
The grenadier's bombs have a range increment of 30 feet (instead of 20 feet).
Quick Bomber◆
The grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.