Mercenary Enforcer
Level 6Creature· humanRareMediumRemaster
AC
24
HP
102
Speed
25 ft.
Perception
+14
Fort
+15
Ref
+15
Will
+11
Languages common
Skills athletics +15, acrobatics +13, intimidation +12
Recall Knowledge DC 27 (society)
Attacks
Melee Composite Longbow +15 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 1d8+8 piercing
Melee Longsword +15 (magical, versatile-p), Damage 1d8+10 slashing
Abilities
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↺
Shield Block↺
Sneak Attack
A mercenary enforcer deals 1d6 extra precision damage to creatures who are Off-Guard.