Sneak Attack (1/Turn). The mercenary deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mercenary that isn’t incapacitated and the mercenary doesn’t have disadvantage on the attack roll.
Sharpshooter. The mercenary's ranged attacks ignore half cover and three-quarters cover. In addition, attacking at long range does not impose disadvantage on the mercenary's attack rolls.
Multiattack. The mercenary makes one ranged attack or two melee attacks with its Scimitar.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.
Matchlock Jezzail. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 200/500 ft., one target. Hit: 24 (2d6 + 4) piercing damage.
Cunning Action. On each of its turns, the mercenary can use a bonus action to take the dash, disengage, or hide action.
Steadying Breath. The mercenary can use his cunning action to aim, giving him advantage on his next ranged attack. The mercenary then loses all benefits to his speed. The mercenary cannot have moved prior in order to use this ability.
Parry. The mercenary adds 2 to its AC against one melee attack that would hit it. To do so, the mercenary must see the attacker and be wielding a weapon.
Description
The mercenaries of Al-Tarab are known for their excellent marksmanship, however they are best known for their desire for coin and are willing to sell such deadly talent for the right price.
Previous Versions
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11/22/2022 6:15:16 PM
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126
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25
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Coming Soon
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