Regimented Assault. This unit only appears in groups of ten or more.
Volley. When a ranged attack is used by an Arquebusier, all other Arquebusiers in its group will also fire. Individual hit is determined by an attack roll, and the rest of the unit in unison is determined by a single attack roll as well.
Arquebus. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) [damage type] damage.
Arquebus Shot. RangedWeapon Attack: +4 to hit, range 15/100 ft., 1 target. Hit: 8 (1d8 + 2) [piercing] damage. If in Volley, +6 to hit, Hit: 4 (1d4+1)
Reload. You can take this bonus action to reload your arquebus during your turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The ranged units of the various armies of Hinokoku. Each carries the banner of their clain on their back as they march with their long guns and bullets to the battlefield wearing only cloth armor as they needn't fear the sword from such distances. The Arquebusiers of the Izumi clan are particularly skilled.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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