Medium Humanoid (Any Race), Typically Neutral Evil
Armor Class 23 (breastplate +2, shield +2, armor training)
Hit Points 43 (5d10 + 15)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws STR +6, CON +5
Skills Athletics +5, Intimidation +2, Perception +3, Stealth +5, Survival +3
Senses Passive Perception 15
Languages Common and any one additional language (usually their own racial language, or the most common racial language in the region)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Brass Arm Tactics. This mercenary has undergone rigorous training with the Brass Arm mercenary corps. As such, they receive an additional +1 Flanking Bonus any time they are flanking a target with another creature with this trait.

Action Surge (1 per long rest). This creature may make an additional action on their turn once per long rest.

Mercenary Combat Training. This creature gains a +1 bonus to their proficiency modifier granted to attacks.

Mercenary Armor Training. This creature gains a +1 bonus to its armor class so long as it is wearing armor.

Improved Critical. This creature scores a critical hit on a roll of 19 or 20 with weapon and unarmed attacks.

Bought Loyalty. Mercenaries fight for coin, and that very motivation can lend them a bonus in battle. Any time the mercenary fails an attack or saving throw while their employer is within earshot, the employer may use a bonus action to offer any number of mercenaries a raise in their pay. For every 20% raise in their base pay offered, grant the mercenary advantage on one chosen check or save. For example, if the employer offers a 40% bonus if the mercenary if they bring their employer the head of a particular enemy, the mercenary would receive advantage on the next two attack rolls made against that target.

Actions

Multiattack. The Brass Arm Warrior attacks twice with its Longsword +2 or its Longbow +1 with Arrows +1

Longsword +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage, or 12 (1d10 + 6) slashing damage if used with two hands to make a melee attack.

Longbow +1, Arrows +1. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 11 (1d10 + 5) piercing damage.

Bonus Actions

Charger. Whenever this creature takes the dash action, they may make a melee attack or shove one creature within 5 feet as a bonus action at the end of their movement. This grants an attack a +5 bonus to its damage if it hits, or shoves one creature of equal or smaller size 10 feet away from this creature.

Second Wind (1 per short or long rest). As a bonus action, this creature may regain 9 hit points. After using this ability, it must complete a short or long rest before it is able to use it again.

Reactions

Counterattack. As a reaction to being attacked by a creature the mercenary can see, whether that attack deals damage or not, the mercenary may make a single attack with an equipped weapon or an unarmed attack. This may only be done if the attacking creature is within the reach or range of the mercenary's weapon.

Description

Mercenaries come in all shapes, sizes, and demeanors. They are sellswords, offering their combat abilities in exchange for coin. Mercenaries are valuable assets to many a potential employer, giving much needed muscle to any of a variety of causes. Most mercenaries care little for ethics or morals when it comes to their job, caring only for the coin they will gain from their job and the ability to live to spend it. As a result, mercenaries tend not to fight to the death, and will happily turn to the other side if the pay is better, or their chances of survival would improve. A mercenary that has such an opportunity will usually disengage from a losing fight, either entirely retreating, or offering to join their opponent's side for a pay raise or equal pay, depending on how desperate they are to live.

Mercenaries tend to cost a number of gold pieces equal to their challenge rating per week of service. A basic CR 1/2 mercenary costs 5 silver per week.

The Brass Arm Mercenary Corps bares the regalia of a brass dragon proudly on their enchanted armor, and dedicatedly service guilds first and foremost. Having made a name for themselves as particularly skilled combatants and bodyguards, they train all prospective members extensively and have high demands of those they allow to join with them. They are far more loyal than a typical mercenary, preferring to make a tactical retreat rather than turncoat. Once they've retreated, they will do all they can to complete their job, but will also negotiate substantially higher pay  if a threat forces them to regroup, and will insist the full pay be divided amongst their surviving members under threat of retaliation, and taking their newly demanded pay by force.

Warriors within the Brass Arm Mercenary Corps serve as the main muscle of their organization. Their honed skills have earned them even better enchanted arms and armor, and a noticeably higher rate of pay compared to the mercenary grunts.

Monster Tags: NPChumanoid

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Scaarion

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