Medium Humanoid, Any Lawful Alignment
AC 13 Leather Armor    Initiative +0 (10)
HP 26 (5d8 + 4)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 11 +0 +0
CON 13 +1 +3
Mod Save
INT 10 +0 +0
WIS 10 +0 +2
CHA 8 −1 −1
Gear Musket, Schimitar
Senses Passive Perception 12
Languages None
CR 1 (XP 200; PB +2)
Traits

Disciplined Formation. While within 5 feet of at least one allied arquebusier, the arquebusier gains +1 AC and advantage on saving throws against being frightened.

Actions

Ranged Weapon Attack: Musket, +2 to hit, range 40/120 ft., one target.
Hit: 11 (1d12) piercing damage.
This attack can’t be used if the musket is not loaded.

Melee Weapon Attack: Scimitar, +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.

Bonus Actions

Line Step. (Cooldown 5 Turns) The arquebusier moves up to 15 feet without provoking opportunity attacks towards a allied arquebusier.

Description

Arquebusiers are the backbone of early gunpowder armies — drilled, durable, and utterly dependent on formation tactics. Drawn from rural peasantry or urban conscripts, they are trained not for finesse, but for obedience: to fire, reload, and hold the line under smoke and chaos. Each carries a clunky, slow-loading firearm and a backup blade for when formations break.

Though individually unremarkable, their danger lies in unity. When shoulder to shoulder with comrades, they unleash devastating volleys that pierce through armor and morale alike. However, isolated or rushed, an arquebusier is little more than a tired soldier with a blunt blade and an empty barrel.

Their muskets are alchemically sealed and keyed to regimental powder, making them near-worthless without proper tools or knowledge. Only quartermasters or expert gunsmiths can reclaim them from the battlefield.

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.

ProfPatriks

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