Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (Studded Leather)
Hit Points 30 (6d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +6, CON +5
Skills Acrobatics +6, Deception +3, Stealth +8
Gear Rapier, +1, Hand Crossbow, +1, Vomit Bomb (x1), Grenade, Smoke (x1), BoB Healing Tonic (x1)
Senses Passive Perception 11
Languages Thieves' cant plus any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dueling. When the mercenary is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in rapier attack).

Menace. This creature has advantage on attack rolls made against targets with no allies within 5 ft. of them.

Alert. The mercenary has a +5 bonus to initiative rolls, cannot be surprised while conscious, and unseen attackers do not gain advantage on attacks against it.

Fancy Footwork. During its turn, if the mercenary make a melee attack against a creature, that creature can't make opportunity attacks against the mercenary for the rest of the mercenary's turn.

Actions

Multiattack. The mercenary makes two melee or ranged attacks.

Rapier, +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage.

Poisoned Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage + 7 (2d6) poison damage. On hit, the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute, repeating the save at the beginning of each of its turns.

Hand Crossbow, +1. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Grenade, Smoke (x1). As a replacement for one of its attacks, the mercenary can throw a smoke grenade at a point up to 60 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds (24 seconds); a strong wind (20 or more miles per hour) disperses it in 1 round (6 seconds).

Vomit Bomb (x1). As a replacement for one of its attacks, the mercenary can throw a Vomit Bomb potion at a point up to 20 feet away. The potion targets all creatures caught in its 10 foot splash radius, forcing out a DC 14 Constitution saving throw from each of the targets. On failure, the target takes 15 (6d4) acid damage and experiences a Reflux, which lasts for 1 minute or until the afflicted creature succeeds on the saving throw that it repeats every at the beginning of each of its turns. Upon successfully saving against the reflux, the creature cannot experience it for 24 hours or until it eats or drinks.

 

Bonus Actions

Cunning Action. The mercenary can take the Dash, Disengage, or Hide action as a bonus action.

Blades of Bounty Healing Tonic (x1). As a bonus action, the mercenary can drink a specialised healing tonic manufactured by the alchemists of its gang affiliation. The tonic restores 14 (4d6) hit points and ends the poisoned condition.

Description

Ordinary mercenaries of the Blades of Bounty gang are versatile combatants with a vast array of weapons and tools at their disposal. They are nimble lackeys who have no issues working alone, but become deadly when grouped into squads and task forces. Under a competent leader, squads of Blades of Bounty Mercenaries fight to the death. Without a leader in sight, however, they are prone to doublecrossing one another in moments of desperation.

Monster Tags: NPC

Habitat: Urban

Nova7770

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