Medium Humanoid, Typically Neutral
Armor Class 16 Hardened Leather Armour
Hit Points 34 (4d6 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
13 (+1)
Skills Athletics +4
Senses Passive Perception 12
Languages Common, Undercommon
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fighting Discipline. If another Company of the Golden Boar Crossbowman is within 15 ft, the Crossbowman has advantage on saving throw against the frightened and charmed status effects.

 

Actions

Multiattack. The Crossbowman makes one attack with its Shield and one with its Melee weapon.

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

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) Slashing damage. 

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgoning damage.

Switch Weapon. The Crossbowman switches from either its Arbalest to its Shield and Melee, back, or its two available Melee Weapon.

Heavy Arbalest. Ranged Weapon Attack: +6 to hit, range 30/150 ft., one target. Hit: 10-22 (2d4 + 15 - 1 for every ten ft. of distance) piercing damage.

Reactions

Block. If the Crossbowman has its Shield equipped and is targeted, by a melee or projectile attack, it can use this reaction to increase its AC by 3 until the start of its next turn.

Engage. If targeted by a melee attack, the Crossbowman may Switch Weapons.

Description

These Crossbowman are on the more expensive side of Mercenaries found in the Realms of Man, however a skilled Commander will be able to have them pull their weight in in battle many times over.

CirclesInSquares

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