Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 6, Unaligned CR 1 200 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 13 (2d8+4)
  • Speed 30ft.
  • STR12 (+1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:STR +3, CON +4,

Skills:Athletics +5, Acrobatics +4, Stealth +4, Percep. +2, Intimidation +5,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 12
Social: Bluff DC 11, Bribe DC 15, 3gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Rapier. Weapon Attack. +4 to hit.
Hit. 7 (1d8+2) Piercing damage.

Pistol. Weapon Attack. +0 to hit, Range 30/120
Hit. 16 (1d6+12) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 4 (1d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 3 (1d4) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 12 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 12 DEX save, Failure to beat a 12 gets both.
Parry. Swashbuckler gains Disengage and adds 3 (1d4) to it's AC.
Distracting Strke. DC 12 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 12 grants disadvantage on saves.
Taunt. DC 12 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 12 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 7, Unaligned CR 2 450 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 33 (5d8+10)
  • Speed 30ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT8 (-1)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:STR +3, CON +4,

Skills:Athletics +5, Acrobatics +5, Stealth +5, Percep. +2, Intimidation +5,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 12
Social: Bluff DC 11, Bribe DC 15, 4gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 10ft without provoking Opportunity Attacks.

Actions

Rapier. Weapon Attack. +5 to hit.
Hit. 12 (2d8+3) Piercing damage.

Pistol. Weapon Attack. +0 to hit, Range 30/120
Hit. 20 (2d6+13) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 7 (2d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 4 (1d6) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 13 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 13 DEX save, Failure to beat a 13 gets both.
Parry. Swashbuckler gains Disengage and adds 4 (1d6) to it's AC.
Distracting Strke. DC 13 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 13 grants disadvantage on saves.
Taunt. DC 13 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 13 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 8, Unaligned CR 3 700 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 52 (8d8+16)
  • Speed 30ft.
  • STR13 (+1)
  • DEX19 (+4)
  • CON15 (+2)
  • INT9 (-1)
  • WIS11 (0)
  • CHA13 (+1)

Save Throws:STR +3, CON +4,

Skills:Athletics +5, Acrobatics +6, Stealth +6, Percep. +2, Deception +3, Intimidation +5,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 12
Social: Bluff DC 11, Bribe DC 15, 5gp
Utility: Carry 195lbs., Push 390lbs.

Languages:Humanoid

Challenge:CR 3 (700 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +6 to hit.
Hit. 9 (1d8+4) Piercing damage.

Pistol. Weapon Attack. +1 to hit, Range 30/120
Hit. 18 (1d6+14) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 11 (3d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 4 (1d6) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 14 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 14 DEX save, Failure to beat a 14 gets both.
Parry. Swashbuckler gains Disengage and adds 4 (1d6) to it's AC.
Distracting Strke. DC 14 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 14 grants disadvantage on saves.
Taunt. DC 14 CHA save. Target cannot move beyond 50ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 14 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 25ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 10, Unaligned CR 4 1,100 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 75 (10d8+30)
  • Speed 30ft.
  • STR14 (+2)
  • DEX20 (+5)
  • CON16 (+3)
  • INT9 (-1)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws:STR +4, CON +5,

Skills:Athletics +6, Acrobatics +7, Stealth +7, Percep. +2, Deception +4, Intimidation +6,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 12
Social: Bluff DC 12, Bribe DC 16, 6gp
Utility: Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 4 (1,100 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +7 to hit.
Hit. 14 (2d8+5) Piercing damage.

Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 22 (2d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 14 (4d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 5 (1d8) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 5 (1d8) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 40ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 20ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 25, Unaligned CR 5 1,800 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 90 (12d8+36)
  • Speed 30ft.
  • STR14 (+2)
  • DEX20 (+5)
  • CON16 (+3)
  • INT9 (-1)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +4, CON +5,

Skills:Athletics +6, Acrobatics +7, Sleight of Hand +7, Stealth +7, Percep. +3, Survival +3, Deception +5, Intimidation +7,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 13
Social: Bluff DC 14, Bribe DC 18, 15gp
Utility: Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 5 (1,800 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +7 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 14 (4d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 5 (1d8) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 5 (1d8) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 30ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 15ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 45, Unaligned CR 6 2,300 xp

  • Armor class 18 (Breastplate, Shield)
  • Hit points 98 (13d8+39)
  • Speed 30ft.
  • STR14 (+2)
  • DEX20 (+5)
  • CON16 (+3)
  • INT9 (-1)
  • WIS12 (+1)
  • CHA17 (+3)

Save Throws:STR +4, CON +5,

Skills:Athletics +6, Acrobatics +7, Sleight of Hand +7, Stealth +7, Percep. +3, Survival +3, Deception +5, Intimidation +7,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 13
Social: Bluff DC 14, Bribe DC 18, 30gp
Utility: Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 6 (2,300 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 10ft without provoking Opportunity Attacks.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +7 to hit.
Hit. 23 (4d8+5) Piercing damage.

Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 18 (5d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 6 (1d10) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 6 (1d10) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 30ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 15ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 70, Unaligned CR 7 2,900 xp

  • Armor class 19 (Breastplate, Shield+1)
  • Hit points 113 (15d8+45)
  • Speed 30ft.
  • STR15 (+2)
  • DEX20 (+5)
  • CON17 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:STR +5, DEX +8, CON +6,

Skills:Athletics +8, Acrobatics +8, Sleight of Hand +8, Stealth +8, Percep. +4, Survival +4, Deception +7, Intimidation +10,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 14
Social: Bluff DC 15, Bribe DC 21, 45gp
Utility: Carry 225lbs., Push 450lbs.

Languages:Humanoid

Challenge:CR 7 (2,900 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +8 to hit.
Hit. 23 (4d8+5) Piercing damage.

Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 18 (5d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 6 (1d10) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 6 (1d10) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 20ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 10ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 90, Unaligned CR 8 3,900 xp

  • Armor class 20 (Breastplate, Shield+2)
  • Hit points 128 (17d8+51)
  • Speed 30ft.
  • STR15 (+2)
  • DEX20 (+5)
  • CON17 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA19 (+4)

Save Throws:STR +6, DEX +9, CON +7, CHA +8,

Skills:Athletics +10, Acrobatics +9, Sleight of Hand +9, Stealth +9, Insight +5, Percep. +5, Survival +5, Deception +8, Intimidation +12,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 15
Social: Bluff DC 15, Bribe DC 23, 65gp
Utility: Carry 225lbs., Push 450lbs.

Languages:Humanoid

Challenge:CR 8 (3,900 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +9 to hit.
Hit. 14 (2d8+5) Piercing damage.

Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 22 (2d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 21 (6d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 20ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 10ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 100, Unaligned CR 9 5,000 xp

  • Armor class 19 (Breastplate, Shield+1)
  • Hit points 153 (18d8+72)
  • Speed 30ft.
  • STR16 (+3)
  • DEX20 (+5)
  • CON18 (+4)
  • INT10 (0)
  • WIS13 (+1)
  • CHA20 (+5)

Save Throws:STR +6, DEX +8, CON +7,

Skills:Athletics +9, Acrobatics +8, Sleight of Hand +8, Stealth +8, Insight +4, Percep. +4, Survival +4, Deception +8, Intimidation +11,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 14
Social: Bluff DC 16, Bribe DC 22, 70gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Humanoid

Challenge:CR 9 (5,000 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +8 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 21 (6d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 150, Unaligned CR 10 5,900 xp

  • Armor class 19 (Breastplate, Shield+1)
  • Hit points 162 (19d8+76)
  • Speed 30ft.
  • STR16 (+3)
  • DEX20 (+5)
  • CON18 (+4)
  • INT10 (0)
  • WIS13 (+1)
  • CHA20 (+5)

Save Throws:STR +6, DEX +8, CON +7,

Skills:Athletics +9, Acrobatics +8, Sleight of Hand +8, Stealth +8, Insight +4, Percep. +4, Survival +4, Deception +8, Intimidation +11,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 14
Social: Bluff DC 16, Bribe DC 22, 100gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Humanoid

Challenge:CR 10 (5,900 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 15ft without provoking Opportunity Attacks.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +8 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 25 (7d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 250, Unaligned CR 11 7,200 xp

  • Armor class 20 (Breastplate, Shield+2)
  • Hit points 179 (21d8+84)
  • Speed 30ft.
  • STR16 (+3)
  • DEX20 (+5)
  • CON18 (+4)
  • INT11 (0)
  • WIS13 (+1)
  • CHA20 (+5)

Save Throws:STR +7, DEX +9, CON +8, CHA +9,

Skills:Athletics +11, Acrobatics +9, Sleight of Hand +9, Stealth +9, Insight +5, Percep. +5, Survival +5, Deception +9, Intimidation +13,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 15
Social: Bluff DC 16, Bribe DC 24, 200gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Humanoid

Challenge:CR 11 (7,200 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +9 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 25 (7d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 800, Unaligned CR 13 10,000 xp

  • Armor class 20 (Breastplate, Shield+2)
  • Hit points 196 (23d8+92)
  • Speed 30ft.
  • STR17 (+3)
  • DEX20 (+5)
  • CON19 (+4)
  • INT11 (0)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +7, DEX +9, CON +8, CHA +9,

Skills:Athletics +11, Acrobatics +9, Sleight of Hand +9, Stealth +9, Insight +6, Percep. +6, Survival +6, Deception +9, Intimidation +13,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 16
Social: Bluff DC 17, Bribe DC 25, 600gp
Utility: Carry 255lbs., Push 510lbs.

Languages:Humanoid

Challenge:CR 13 (10,000 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 20ft without provoking Opportunity Attacks.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +9 to hit.
Hit. 23 (4d8+5) Piercing damage.

Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 28 (8d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 550, Unaligned CR 12 8,400 xp

  • Armor class 20 (Breastplate, Shield+2)
  • Hit points 204 (24d8+96)
  • Speed 30ft.
  • STR17 (+3)
  • DEX20 (+5)
  • CON19 (+4)
  • INT11 (0)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +7, DEX +9, CON +8, CHA +9,

Skills:Athletics +11, Acrobatics +9, Sleight of Hand +9, Stealth +9, Insight +6, Percep. +6, Survival +6, Deception +9, Intimidation +13,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 16
Social: Bluff DC 17, Bribe DC 25, 400gp
Utility: Carry 255lbs., Push 510lbs.

Languages:Humanoid

Challenge:CR 12 (8,400 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +9 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +4 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 28 (8d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 13 (2d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 17 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 17 DEX save, Failure to beat a 17 gets both.
Parry. Swashbuckler gains Disengage and adds 13 (2d12) to it's AC.
Distracting Strke. DC 17 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 17 grants disadvantage on saves.
Taunt. DC 17 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 17 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 1,000, Unaligned CR 14 11,500 xp

  • Armor class 21 (Breastplate, Shield+3)
  • Hit points 213 (25d8+100)
  • Speed 30ft.
  • STR17 (+3)
  • DEX20 (+5)
  • CON19 (+4)
  • INT11 (0)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +8, DEX +10, CON +9, CHA +10,

Skills:Athletics +13, Acrobatics +10, Sleight of Hand +10, Stealth +10, Insight +7, Percep. +7, Survival +7, Deception +10, Intimidation +15,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 17
Social: Bluff DC 17, Bribe DC 27, 750gp
Utility: Carry 255lbs., Push 510lbs.

Languages:Humanoid

Challenge:CR 14 (11,500 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 25ft without provoking Opportunity Attacks.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 4 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +10 to hit.
Hit. 23 (4d8+5) Piercing damage.

Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 29 (4d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 32 (9d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 1,500, Unaligned CR 15 13,000 xp

  • Armor class 21 (Breastplate, Shield+3)
  • Hit points 247 (26d8+130)
  • Speed 30ft.
  • STR18 (+4)
  • DEX20 (+5)
  • CON20 (+5)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA20 (+5)

Save Throws:STR +9, DEX +10, CON +10, CHA +10,

Skills:Athletics +14, Acrobatics +10, Sleight of Hand +10, Stealth +10, Insight +7, Percep. +7, Survival +7, Deception +10, Intimidation +15,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 17
Social: Bluff DC 17, Bribe DC 27, 1kgp
Utility: Carry 270lbs., Push 540lbs.

Languages:Humanoid

Challenge:CR 15 (13,000 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 32 (9d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 1,500, Unaligned CR 16 15,000 xp

  • Armor class 21 (Breastplate, Shield+3)
  • Hit points 266 (28d8+140)
  • Speed 30ft.
  • STR18 (+4)
  • DEX20 (+5)
  • CON20 (+5)
  • INT12 (+1)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +9, DEX +10, CON +10, CHA +10,

Skills:Athletics +14, Acrobatics +10, Sleight of Hand +10, Stealth +10, Insight +7, Percep. +7, Survival +7, Deception +10, Intimidation +15,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 17
Social: Bluff DC 17, Bribe DC 27, 1kgp
Utility: Carry 270lbs., Push 540lbs.

Languages:Humanoid

Challenge:CR 16 (15,000 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 35 (10d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 20 (3d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 20 (3d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Legendary Actions

Legendary Resistance (OOOO/day). When the Mercenary Infantry fails a saving throw, it may choose to succeed instead.

Mercenary Infantry

Mercenary Infantry Medium Humanoid, Loot Value 2,500, Unaligned CR 17 18,000 xp

  • Armor class 21 (Breastplate, Shield+3)
  • Hit points 285 (30d8+150)
  • Speed 30ft.
  • STR19 (+4)
  • DEX20 (+5)
  • CON20 (+5)
  • INT12 (+1)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +9, DEX +10, CON +10, CHA +10,

Skills:Athletics +14, Acrobatics +10, Sleight of Hand +10, Stealth +10, Insight +7, Percep. +7, Survival +7, Deception +10, Intimidation +15,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 50gpPsv Per 17
Social: Bluff DC 17, Bribe DC 27, 2kgp
Utility: Carry 285lbs., Push 570lbs.

Languages:Humanoid

Challenge:CR 17 (18,000 xp)

Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.

Duelist. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.

Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 25ft without provoking Opportunity Attacks.

Actions

Multiattack. The Swashbuckler makes one Sneak Attack or 5 Attacks with their Rapier or Pistol.

Rapier. Weapon Attack. +10 to hit.
Hit. 19 (3d8+5) Piercing damage.

Pistol. Weapon Attack. +5 to hit, Range 30/120
Hit. 26 (3d6+15) Piercing damage.Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 35 (10d6) to the damage of one of its weapon attacks.

Duelist. In lieu of one extra attack, the Swashbuckler can add 26 (4d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 18 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 18 DEX save, Failure to beat a 18 gets both.
Parry. Swashbuckler gains Disengage and adds 26 (4d12) to it's AC.
Distracting Strke. DC 18 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 18 grants disadvantage on saves.
Taunt. DC 18 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 18 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.

===Reactions===

Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.

Legendary Actions

Legendary Resistance (OOOO/day). When the Mercenary Infantry fails a saving throw, it may choose to succeed instead.