Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 (hide armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Fire
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Knowledge of Explosives. The grenadier has resistance to damage caused by nonmagical explosives, including their own.

Actions

Multiattack. The grenadier makes two mace attacks.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, range 30 ft./120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Explosive Arsenal (Recharge 5-6). The grenadier uses one of the following explosive weapons.

Powder Bomb. The grenadier throws a bomb loaded with black powder to a point within 10 feet of it. At the end of the grenadier's current turn, the bomb explodes and every creature within 10 feet of the bomb must make a DC 15 Strength saving throw, taking 17 (5d6) bludgeoning damage being pushed back 10 feet from the explosion on a failed save, or half as much damage on a failed save. The movement caused by a failed save does not provoke attacks of opportunity. Structures damaged by this automatically fail the save and take the maximum damage.
Oil Bomb. The grenadier throws an explosive loaded with flammable oil to a point within 15 feet of it. The bomb instantly explodes, coating the area in a 15-foot radius in fire. When a creature starts its turn in the fire, it takes 4 (1d8) fire damage. Any creature moving through this area takes 2 (1d4) damage for every 5 feet they move through the area.
Grapeshot Bomb. The grenadier throws an explosive filled with small metal balls to a point within 20 feet of it. The bomb instantly explodes, and every creature within 15 feet of the explosion must make a DC 15 Dexterity saving throw, taking 10 (4d6) piercing damage on a failed save, or half as much on a successful one.
Flash Bomb. The grenadier throws an explosive loaded with flash powder to a point within 20 feet of it. The bomb instantly explodes, and every creature within 15 feet of the explosion must succeed on a DC 15 Consitution saving throw or be blinded.
The Big One (1/day). The grenadier tosses a large keg of full of black powder, shrapnel, and flammable oil up to 20 feet away. The bomb explodes at the beginning of the grenadier's next turn. Each creature within 35 feet of the exploding keg must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage plus 17 (5d6) fire damage on a failed save, or half as much on a successful one. Any creature that receives damage from the bomb is knocked prone. Large or bigger creatures have disadvantage on the saving throw.

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. A grenadier is a specialist of explosives and destruction, using its explosives to adapt to any raid or battle it is taking part in.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

RivalKleenex

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