Shikwashim Mercenary

Level 9
Creature· evilUncommonMediumLegacy
AC
27
HP
155
Speed
25 ft.
Perception
+18
Fort
+20
Ref
+19
Will
+15
Languages common, draconic, iruxi
Skills acrobatics +19, athletics +19, stealth +19, survival +17
Other Speeds swim 15 ft.
Recall Knowledge DC 28 (society)

Attacks

Melee Scimitar +20 (forceful, magical, sweep), Damage 2d6+10 slashing
Melee Jaws +19 (unarmed), Damage 1d6+10 piercing
Melee Tail +19 (agile), Damage 1d4+10 bludgeoning
Melee Javelin +19 (thrown 30 ft.), Damage 1d6+10 piercing

Abilities

Attack of Opportunity
Deep Breath

A Shikwashim mercenary can hold their breath for 20 minutes.

Shield Block
Coordinated Distraction

With a sharp whistle or wave of their hand, the mercenary distracts an opponent so one of the mercenary's allies can land a clean blow.

The mercenary chooses a target and an ally, both of whom must be within 30 feet of the mercenary. The target is Off-Guard against the first Strike the mercenary's ally makes on its next turn; if the ally doesn't Strike that target, the effect is lost.

Depending on how the mercenary distracts their foe, this action gains either the auditory or visual trait.

Human Hunter

A Shikwashim mercenary's multiple attack penalty for attacks against humans is -3 (-2 with an agile weapon) on their second attack per turn or -6 (-4 with an agile weapon) on their third or subsequent attack per turn.

Powerful Swipe◆◆

The Shikwashim mercenary makes a melee Strike. If it hits, it deals an extra die of damage.

This counts as two attacks for the mercenary's multiple attack penalty.

Terrain Advantage

Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a Swim speed are Off-Guard to a Shikwashim mercenary.