Medium Undead, Typically Lawful Evil
Armor Class 16 Rusted Half plate
Hit Points 85 (8d8 + 40)
Speed
STR
10 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
13 (+1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws DEX +7, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Blinded, Poisoned
Senses Passive Perception 18
Languages Only languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Mark for death The last creature that is struck by the arbalest each turn is marked for a grim demise, that creature cannot regain hit points while marked. Marks fall off at the end of that creatures turn and cannot affect creatures with 0 hit points.

Tumble The Arbalest deals an additional 3d6 piercing on its first attack each turn if it moved before taking the attack action.

Atrophic The Arbalests bolts cause creatures to gain stacks of atrophy. Atrophy: The next time this creature would heal, subtract a d4 from the amount. Atrophy stacks are removed on heal.

Actions

Piercing Shot Ranged weapon attack +10 to hit reach 20/250 ft  one target, hit 3d6+6 piercing damage

Serrated shot Ranged weapon attack +10 to hit reach 10/60 ft, one target, hit 1d6+6 piercing damage, the target must succeed on a Constitution saving throw DC 16 or take 2d4 force damage at the start of each of its turns unless that creature uses an action to make medicine check DC 10 to stop the bleeding. A creature that succeeds this saving throw takes no damage and does not make a save on its turn.

Blunt strike Melee weapon attack +4 to hit reach 5 ft, one target hit 1d4-1 bludgeoning damage, the arbalest is pushed back 5 ft is able. This movement doesn't not provoke attacks of opportunity.

Bonus Actions

streak The arbalest may use their bonus action to make another attack against a creature they can see. This bonus action refreshes once if the streak attack hits. The arbalest may only  use this feature twice on a turn if it no hostile creatures are within 30 ft of the arbalest.

Reactions

Gotcha! Whenever a creature moves within 5 ft of an ally the arbalest can see, the arbalest may make an attack of opportunity against the creature.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Unseen and forgotten , these expert crossbowmen serve their lost battalion.

Arbalest were expert archers and crossbowmen in life, now relegated to an undead husk, they serve;Willingly or not.

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.

Monster Tags: undead

Habitat: Swamp

Ethanc170

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