Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 18 (Light weight power armor)
Hit Points 100 (10d10 + 25)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +5, WIS +5
Skills Athletics +5, Perception +5, Stealth +8
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Elvish, Thieves' Cant
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Environmental Suit. The Mercs have immunity against being Poisoned and resistant to poison damage 

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the mercenary's ranged attack rolls with guns. In addition, the mercenary ignores half cover and three-quarters cover when making ranged attacks with guns.

Grenades. The grenades are equipment that as a thrown range of 30ft with a blast radius of 10ft from where the grenade is thrown unless blocked by 3/4  (dex save DC 15).

Rifle. The Mercenary rifle can fire in burst mode doing either 2 shots at on target per attack action or aimed shot giving advantage but only doing one shot per attack action. 

Actions

Multiattack. The Mercenary makes two attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage.

Poisonous Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 5) piercing damage plus 11 (2d10) poison damage.

Rifle. Ranged Weapon Attack: +8 to hit, range 90/160 ft., one target. Hit: 9 [rollable](1d12 + 5);

Monster Tags: humanoid

Habitat: Urban

Troublingdeclan

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