Archery Style. This creature has +2 to ranged attack and damage rolls.
Escape the Horde. Opportunity attacks made against this creature are made at disadvantage.
Medium Armor Mastery. This creature suffers no disadvantage to stealth for wearing medium armor and has a max AC bonus from DEX of +3 while wearing medium armor.
Mobile. This creature has +10 movement speed and does not consume additional movement from difficult terrain when taking the dash action. Additionally, when this creature hits a creature with a melee attack, it does not provoke opportunity attacks from that creature until the end of its turn.
Sharpshooter. This creature does not suffer disadvantage for making shots at long range, and ignores 1/2 and 3/4 cover with its ranged attacks.
Boneforged Body. Boneforged skeletons take the maximum result for all of their hit die. Additionally, they enjoy proficiency in Strength and Constitution saving throws.
Skeletal Leadership. These skeletons can command other skeletons, though not through telepathy or verbal communication. Using gestures, they can direct and provide basic leadership to lesser skeletons. Additionally, they can understand such communication from others, undead or otherwise, particularly military command gestures.
Skilled Undead. Unlike typical undead, these creatures have retained some of their skill that they possessed in life. They have more action and reaction options than typical undead, and may even retain certain skills.
Turn Resistance. This creature has advantage on saves against effects that would turn undead.
Multiattack. The marksman makes two Shortsword +1, two Longbow +1, or two Headshot (Longbow +1) attacks.
Volley. The marksman makes a ranged attack against each creature it chooses within 10 ft of one target within 10 feet of a point the marksman can see within their ranged weapon's range. Long range penalties apply normally and each attack roll is rolled separately.
Shortsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Longbow +1. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Headshot (Longbow +1). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 22 (1d8 + 18) piercing damage.
Pinning Shot. The marksman makes single a ranged weapon attack against one creature in range. If this attack hits, the creature must make a DC16 DEX saving throw. If it fails this saving throw, the arrow pins a foot, leg, or other limb by whatever it is wearing (or by the limb itself if no clothing or armor is on the limb) to the ground or a wall within 5 feet of them, causing the creature to become restrained by that limb. A DC16 STR (Athletics) or DEX (Acrobatics) check as an action will allow them to break or slide free.
Archer’s Eye (5/Day). Immediately after making an attack roll or a damage roll with a ranged weapon, the marksman can roll a d10 and add the number rolled to the total.
Cunning Action. This creature can take the dash, disengage, or hide action as a bonus action.
Parry. When attacked by a melee attack by a creature the marksman can see, the marksman may add +3 to its AC, potentially causing the attack to miss.
Retreating Shot. As a reaction to a hostile creature that the marksman can see entering a space 30 feet of the marksman, the marksman may move up to 1/2 its movement away from that creature and make one Longbow +2 attack against that creature.
Return Fire. Any time a ranged attack is made against the marksman by a creature it can see, it can make a single ranged attack against that creature so long as they are within the marksman's range.
Description
Marksmen are dangerous foes while living, but once undead, these horrors become dedicated long range specialists who mercilessly dispatch anything in their master's way. Between the skills they've retained through their reanimation and a complete lack of empathy or self doubt, these expert sharpshooters are of extreme value to any who raise them, and will unquestionably be well equipped.
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