Mercenary Archer;Medium Humanoid, Loot Value 10;Lawful Evil;13;Studded Leather;11;2d8+2;30ft.;13;12;12;9;9;7;DEX +3, ;Athletics + 3, Acrobatics + 3, Stealth + 5, Perception + 1, Intimidation + 2, ;;;;Psv Per 11, Bluff DC 7, Bribe DC 11, 100 gp, Carry 195lbs., Push 390lbs.;Humanoid;CR 1/4;50;;Longbow. +3 to hit, Range 150/600ft.
Hit. 5 (1d6+1) Piercing damage.
Handgun. Ranged Weapon, +-2 to hit, Range 30/120
Hit: 15 (1d6+11) Piercing damage.
Shortsword. Melee Weapon, +3 to hit.
Hit. 5 (1d6+1) Piercing damage.;;
Mercenary Archer;Medium Humanoid, Loot Value 75;Lawful Evil;15;Studded Leather;20;3d8+6;30ft.;13;16;14;9;9;7;DEX +5, ;Athletics + 3, Acrobatics + 5, Stealth + 7, Perception + 1, Intimidation + 2, ;;;;Psv Per 11, Bluff DC 7, Bribe DC 11, 100 gp, Carry 195lbs., Push 390lbs.;Humanoid;CR 1/2;100;;Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.
Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.
Shortsword. Melee Weapon, +5 to hit.
Hit. 7 (1d6+3) Piercing damage.
Crossbow (Recharge 5-6)., +5 to hit, Range 300ft.
Hit: 7 (1d4+4) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 200;Lawful Evil;16;Studded Leather;26;4d8+8;30ft.;14;18;14;10;10;8;DEX +6, ;Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 3, ;;;;Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp, Carry 210lbs., Push 420lbs.;Humanoid;CR 1;200;;Longbow. +6 to hit, Range 150/600ft.
Hit. 13 (2d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 30/120
Hit: 21 (2d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 11 (2d6+4) Piercing damage.
Crossbow (Recharge 5-6)., +6 to hit, Range 150/300ft.
Hit: 11 (2d4+6) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 400;Lawful Evil;16;Studded Leather;45;6d8+18;30ft.;14;18;16;10;10;8;DEX +6, ;Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 3, ;;;;Psv Per 12, Bluff DC 9, Bribe DC 13, 750 gp, Carry 210lbs., Push 420lbs.;Humanoid;CR 2;450;;Longbow. +6 to hit, Range 150/600ft.
Hit. 18 (3d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 30/120
Hit: 25 (3d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 15 (3d6+4) Piercing damage.
Crossbow (Recharge 5-6)., +6 to hit, Range 150/300ft.
Hit: 14 (3d4+6) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 700;Lawful Evil;16;Studded Leather;53;7d8+21;30ft.;14;18;16;10;10;8;DEX +6, ;Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 3, ;;;;Psv Per 12, Bluff DC 9, Bribe DC 13, 2,000 gp, Carry 210lbs., Push 420lbs.;Humanoid;CR 3;700;;Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +6 to hit, Range 600ft.
Hit. 9 (1d8+4) Piercing damage.
Handgun. Ranged Weapon, +1 to hit, Range 120
Hit: 18 (1d6+14) Piercing damage.
Shortsword. Melee Weapon, +6 to hit.
Hit. 8 (1d6+4) Piercing damage.
Crossbow (Recharge 5-6)., +6 to hit, Range 300ft.
Hit: 13 (2d6+6) Piercing damage, and the target is Grappled at range by the archer.;;Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Mercenary Archer;Medium Humanoid, Loot Value 1,000;Lawful Evil;17;Studded Leather;60;8d8+24;30ft.;15;20;17;11;11;9;DEX +7, ;Athletics + 4, Acrobatics + 7, Stealth + 9, Perception + 2, Intimidation + 3, ;;;;Psv Per 12, Bluff DC 9, Bribe DC 13, 4,000 gp, Carry 225lbs., Push 450lbs.;Humanoid;CR 4;1100;;Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +7 to hit, Range 150/600ft.
Hit. 14 (2d8+5) Piercing damage.
Handgun. Ranged Weapon, +2 to hit, Range 30/120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +7 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +7 to hit, Range 150/300ft.
Hit: 21 (4d6+7) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 2,000;Lawful Evil;17;Studded Leather;85;10d8+40;30ft.;15;20;18;11;11;9;DEX +7, ;Athletics + 4, Acrobatics + 7, Stealth + 9, Perception + 2, Intimidation + 3, ;;;;Psv Per 12, Bluff DC 9, Bribe DC 13, 7,000 gp, Carry 225lbs., Push 450lbs.;Humanoid;CR 5;1800;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow. +7 to hit, Range 150/600ft.
Hit. 14 (2d8+5) Piercing damage.
Handgun. Ranged Weapon, +2 to hit, Range 30/120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +7 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +7 to hit, Range 150/300ft.
Hit: 28 (6d6+7) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 3,000;Lawful Evil;18;Studded Leather+1;94;11d8+44;30ft.;15;20;18;11;11;9;DEX +8, ;Athletics + 5, Acrobatics + 8, Stealth + 11, Arcana + 3, Nature + 3, Perception + 3, Survival + 3, Intimidation + 5, ;;;;Psv Per 13, Bluff DC 9, Bribe DC 15, 10,000 gp, Carry 225lbs., Push 450lbs.;Humanoid;CR 6;2300;;Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 20 (3d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +9 to hit, Range 200/400ft.
Hit: 29 (6d6+8) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 4,000;Lawful Evil;18;Studded Leather+1;111;13d8+52;30ft.;16;20;18;12;12;10;DEX +8, ;Athletics + 6, Acrobatics + 8, Stealth + 11, Arcana + 4, Nature + 4, Perception + 4, Survival + 4, Intimidation + 6, ;;;;Psv Per 14, Bluff DC 11, Bribe DC 17, 20,000 gp, Carry 240lbs., Push 480lbs.;Humanoid;CR 7;2900;;Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 24 (4d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +9 to hit, Range 200/400ft.
Hit: 45 (8d8+9) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 5,500;Lawful Evil;19;Studded Leather+2;128;15d8+60;30ft.;16;20;18;12;12;10;DEX +9, WIS +5, ;Athletics + 7, Acrobatics + 9, Stealth + 13, Arcana + 5, Nature + 5, Perception + 5, Survival + 5, Intimidation + 8, ;;;;Psv Per 15, Bluff DC 11, Bribe DC 19, 30,000 gp, Carry 240lbs., Push 480lbs.;Humanoid;CR 8;3900;;Multiattack. The Archer makes 2 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 150/600ft.
Hit. 25 (4d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +11 to hit, Range 250/500ft.
Hit: 46 (8d8+10) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 7,500;Lawful Evil;18;Studded Leather+1;136;16d8+64;30ft.;17;20;18;13;13;11;DEX +8, ;Athletics + 6, Acrobatics + 8, Stealth + 11, Arcana + 4, Nature + 4, Perception + 4, Survival + 4, Intimidation + 6, ;;;;Psv Per 14, Bluff DC 11, Bribe DC 17, 40,000 gp, Carry 255lbs., Push 510lbs.;Humanoid;CR 9;5000;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 600ft.
Hit. 11 (1d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 120
Hit: 19 (1d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 9 (1d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +9 to hit, Range 400ft.
Hit: 23 (3d8+9) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 16 Medicine check or they take 14 (3d8) additional bludgeoning damage.;;Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Cunning Action. The Archer can Dodge, Disengage, or Hide as a Bonus Action.
Mercenary Archer;Medium Humanoid, Loot Value 10,000;Lawful Evil;18;Studded Leather+1;145;17d8+68;30ft.;17;20;19;13;13;11;DEX +8, ;Athletics + 6, Acrobatics + 8, Stealth + 11, Arcana + 4, Nature + 4, Perception + 4, Survival + 4, Intimidation + 6, ;;;;Psv Per 14, Bluff DC 11, Bribe DC 17, 55,000 gp, Carry 255lbs., Push 510lbs.;Humanoid;CR 10;5900;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +1. +10 to hit, Range 150/600ft.
Hit. 24 (4d8+6) Piercing damage.
Handgun. Ranged Weapon, +4 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +9 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +9 to hit, Range 200/400ft.
Hit: 63 (12d8+9) Piercing damage, and the target is Grappled at range by the archer.;;Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Cunning Action. The Archer can Dodge, Disengage, or Hide as a Bonus Action.
Mercenary Archer;Medium Humanoid, Loot Value 15,000;Lawful Evil;19;Studded Leather+2;162;19d8+76;30ft.;17;20;19;13;13;11;DEX +9, WIS +5, ;Athletics + 7, Acrobatics + 9, Stealth + 13, Arcana + 5, Nature + 5, Perception + 5, Survival + 5, Intimidation + 8, ;;;;Psv Per 15, Bluff DC 11, Bribe DC 19, 75,000 gp, Carry 255lbs., Push 510lbs.;Humanoid;CR 11;7200;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +2. +13 to hit, Range 600ft.
Hit. 16 (2d8+7) Piercing damage.
Handgun. Ranged Weapon, +6 to hit, Range 120
Hit: 22 (2d6+15) Piercing damage.
Shortsword. Melee Weapon, +11 to hit.
Hit. 12 (2d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +11 to hit, Range 500ft.
Hit: 43 (6d10+10) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 17 Medicine check or they take 22 (4d10) additional bludgeoning damage.;;Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 20,000;Lawful Evil;20;Studded Leather+3;170;20d8+80;30ft.;18;20;19;14;14;12;STR +9, DEX +10, CON +9, WIS +7, ;Athletics + 9, Acrobatics + 10, Stealth + 15, Arcana + 7, Nature + 7, Perception + 7, Survival + 7, Intimidation + 11, ;;;;Psv Per 17, Bluff DC 13, Bribe DC 23, 100,000 gp, Carry 270lbs., Push 540lbs.;Humanoid;CR 12;8400;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 150/600ft.
Hit. 22 (3d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +13 to hit, Range 300/600ft.
Hit: 62 (9d10+12) Piercing damage, and the target is Grappled at range by the archer.;;
Mercenary Archer;Medium Humanoid, Loot Value 25,000;Lawful Evil;20;Studded Leather+3;179;21d8+84;30ft.;18;20;19;14;14;12;STR +9, DEX +10, CON +9, WIS +7, ;Athletics + 9, Acrobatics + 10, Stealth + 15, Arcana + 7, Nature + 7, Perception + 7, Survival + 7, Intimidation + 11, ;;;;Psv Per 17, Bluff DC 13, Bribe DC 23, 150,000 gp, Carry 270lbs., Push 540lbs.;Humanoid;CR 13;10000;;Multiattack. The Archer makes 3 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 22 (3d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +13 to hit, Range 600ft.
Hit: 62 (9d10+12) Piercing damage, and the target is Grappled at range by the archer.;;Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Mercenary Archer;Medium Humanoid, Loot Value 35,000;Lawful Evil;20;Studded Leather+3;187;22d8+88;30ft.;18;20;19;14;14;12;STR +9, DEX +10, CON +9, WIS +7, ;Athletics + 9, Acrobatics + 10, Stealth + 15, Arcana + 7, Nature + 7, Perception + 7, Survival + 7, Intimidation + 11, ;;;;Psv Per 17, Bluff DC 13, Bribe DC 23, 200,000 gp, Carry 270lbs., Push 540lbs.;Humanoid;CR 14;11500;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 150/600ft.
Hit. 22 (3d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +13 to hit, Range 300/600ft.
Hit: 78 (12d10+12) Piercing damage, and the target is Grappled at range by the archer.;;Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 60,000;Lawful Evil;20;Studded Leather+3;196;23d8+92;30ft.;18;20;19;14;14;12;STR +9, DEX +10, CON +9, WIS +7, ;Athletics + 9, Acrobatics + 10, Stealth + 15, Arcana + 7, Nature + 7, Perception + 7, Survival + 7, Intimidation + 11, ;;;;Psv Per 17, Bluff DC 13, Bribe DC 23, 400,000 gp, Carry 270lbs., Push 540lbs.;Humanoid;CR 17;18000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 600ft.
Hit. 26 (4d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +13 to hit, Range 600ft.
Hit: 100 (16d10+12) Piercing damage, and the target is Grappled at range by the archer.;;Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Cunning Action. The Archer can Dodge, Disengage, or Hide as a Bonus Action.
Mercenary Archer;Medium Humanoid, Loot Value 50,000;Lawful Evil;21;Studded Leather+4;204;24d8+96;30ft.;19;20;19;15;15;13;STR +10, DEX +11, CON +10, INT +8, WIS +8, ;Athletics + 10, Acrobatics + 11, Stealth + 17, Arcana + 8, Nature + 8, Perception + 8, Survival + 8, Intimidation + 13, ;;;;Psv Per 18, Bluff DC 13, Bribe DC 25, 350,000 gp, Carry 285lbs., Push 570lbs.;Humanoid;CR 16;15000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 150/600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +15 to hit, Range 350/700ft.
Hit: 79 (12d10+13) Piercing damage, and the target is Grappled at range by the archer.;;Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 40,000;Lawful Evil;20;Studded Leather+3;213;25d8+100;30ft.;19;20;19;15;15;13;STR +9, DEX +10, CON +9, WIS +7, ;Athletics + 9, Acrobatics + 10, Stealth + 15, Arcana + 7, Nature + 7, Perception + 7, Survival + 7, Intimidation + 11, ;;;;Psv Per 17, Bluff DC 13, Bribe DC 23, 250,000 gp, Carry 285lbs., Push 570lbs.;Humanoid;CR 15;13000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +3. +16 to hit, Range 150/600ft.
Hit. 22 (3d8+8) Piercing damage.
Handgun. Ranged Weapon, +8 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +13 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +13 to hit, Range 300/600ft.
Hit: 90 (12d12+12) Piercing damage, and the target is Grappled at range by the archer.;;Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 75,000;Lawful Evil;22;Studded Leather+5;247;26d8+130;30ft.;19;20;20;15;15;13;STR +11, DEX +12, CON +12, INT +9, WIS +9, ;Athletics + 11, Acrobatics + 12, Stealth + 19, Arcana + 9, Nature + 9, Perception + 9, Survival + 9, Intimidation + 15, ;;;;Psv Per 19, Bluff DC 13, Bribe DC 27, 500,000 gp, Carry 285lbs., Push 570lbs.;Humanoid;CR 18;20000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +5. +22 to hit, Range 150/600ft.
Hit. 24 (3d8+10) Piercing damage.
Handgun. Ranged Weapon, +12 to hit, Range 30/120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +17 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +17 to hit, Range 400/800ft.
Hit: 92 (12d12+14) Piercing damage, and the target is Grappled at range by the archer.;;Legendary Resistance (OOOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Mercenary Archer;Medium Humanoid, Loot Value 92,000;Lawful Evil;21;Studded Leather+4;257;27d8+135;30ft.;19;20;20;15;15;13;STR +10, DEX +11, CON +11, INT +8, WIS +8, ;Athletics + 10, Acrobatics + 11, Stealth + 17, Arcana + 8, Nature + 8, Perception + 8, Survival + 8, Intimidation + 13, ;;;;Psv Per 18, Bluff DC 13, Bribe DC 25, 600,000 gp, Carry 285lbs., Push 570lbs.;Humanoid;CR 19;22000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +15 to hit, Range 700ft.
Hit: 91 (12d12+13) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 19 Medicine check or they take 39 (6d12) additional bludgeoning damage.;;Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 115,000;Lawful Evil;21;Studded Leather+4;266;28d8+140;30ft.;20;20;20;16;16;14;STR +11, DEX +11, CON +11, INT +9, WIS +9, ;Athletics + 11, Acrobatics + 11, Stealth + 17, Arcana + 9, Nature + 9, Perception + 9, Survival + 9, Intimidation + 14, ;;;;Psv Per 19, Bluff DC 15, Bribe DC 27, 750,000 gp, Carry 300lbs., Push 600lbs.;Humanoid;CR 20;25000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +4. +19 to hit, Range 600ft.
Hit. 23 (3d8+9) Piercing damage.
Handgun. Ranged Weapon, +10 to hit, Range 120
Hit: 26 (3d6+15) Piercing damage.
Shortsword. Melee Weapon, +15 to hit.
Hit. 16 (3d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +15 to hit, Range 700ft.
Hit: 92 (12d12+14) Piercing damage. The arrow carries a magical, ethereal tether that grapples the target on-hit so they can only move closer to the holder of the tether. Removing the arrow requires a DC 19 Medicine check or they take 39 (6d12) additional bludgeoning damage.;;Legendary Resistance (OOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mercenary Archer;Medium Humanoid, Loot Value 135,000;Lawful Evil;22;Studded Leather+5;285;30d8+150;30ft.;20;20;20;16;20;14;STR +12, DEX +12, CON +12, INT +10, WIS +12, ;Athletics + 12, Acrobatics + 12, Stealth + 19, Arcana + 10, Nature + 10, Perception + 12, Survival + 12, Intimidation + 16, ;;;;Psv Per 22, Bluff DC 17, Bribe DC 31, 920,000 gp, Carry 300lbs., Push 600lbs.;Humanoid;CR 21;33000;;Multiattack. The Archer makes 4 attacks with it's Longbow, Handgun, or Shortsword.
Longbow +5. +22 to hit, Range 150/600ft.
Hit. 28 (4d8+10) Piercing damage.
Handgun. Ranged Weapon, +12 to hit, Range 30/120
Hit: 29 (4d6+15) Piercing damage.
Shortsword. Melee Weapon, +17 to hit.
Hit. 19 (4d6+5) Piercing damage.
Crossbow (Recharge 5-6)., +17 to hit, Range 400/800ft.
Hit: 121 (16d12+17) Piercing damage, and the target is Grappled at range by the archer.;;Legendary Resistance (OOOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.