Huge Humanoid (Any Race), Any Alignment
Armor Class 13 (leather armor)
Hit Points 100 (10d8 + 10)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 16
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Sight. The squad has advantage on Wisdom (Perception) checks that rely on hearing or sight.

 

Weakened Squad: When this creature's hit points fall below 50, the damage dealt from each attack is decreased by 2 of the die type of the attack. (i.e., longbow only deals 3d8, shortsword only deals 2d6). 

Actions

Multiattack. The squad makes 1 melee attack or two ranged attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 6) piercing damage.

Longbow. Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target. Hit: 28 (5d8 + 8) piercing damage.

Arrow Rain: Use 1 action. Pick an area with a radius of 20ft within 150/600 ft. At the start of this creatures next turn, all creatures in that area must make a Dexterity Saving throw, DC 15, or take 6d6 piercing damage on a failed save or half on a success. If the area is beyond 150 ft away, the targets have advantage on the saving throw. 

 

Bonus Actions

Reload: This creature must take this bonus action after using Arrow Rain. 

Slash and Shoot: By using this bonus action, the squad can use 1 shortsword melee attack and 1 ranged long bow attack. 

Description

A squad of archers is a dangerous foe; few things put more fear on the battlefield than the sound of arrows screaming down and raining death. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

SaltSnyder

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