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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
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.
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.
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.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
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.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
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.
Legendary Resistance (OOOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
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 (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.
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.
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 (OOOOO/day). When the Mercenary Archer fails a saving throw, it may choose to succeed instead.
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.