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Mercenary CR: 1

Medium to Large humanoid (any race), any
Armor Class: 15 (chain shirt)
Hit Points: 26 4d8+8
Speed: 30 Ft

STR

15 +2

DEX

15 +2

CON

15 +2

INT

10 +0

WIS

12 +1

CHA

9 -1

Saving Throws: STR+4 DEX+2 CON+4 WIS+1 CHAR-1
Skills: Athletics +4, Perception +3
Senses: Passive Perception 13 Initiative: +2
Languages: Common
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Inspired Courage. The mercenary has advantage on savings throws against being charmed, frightened, grappled, or restrained while within 5 feet of at least one ally.   Martial Advantage. Once per turn, the mercenary can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated.

Actions

Multiattack. The mercenary makes two longsword attacks.   Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage.   Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage.  

These mercenaries stand for anyone who pays the most, but they might not be representative of those armies. These are rank-and-file warriors capable of demonstrating coordinated attacks and formations. They are neither the most capable lieutenants nor the rough-andtumble masses of these small armies.

Suggested Environments

Arctic, Coastal, Desert, Forest, Hill, Urban


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