| 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 |
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.
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.
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.
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