Assassins' Guild Grenadier

Level 3
Creature· chaoticMediumLegacy
AC 19
HP 45
Speed 25 ft.
Fort +9
Ref +12
Will +5
Perc +9
Size Medium
Common
Languages common
Skills crafting +10, stealth +10, society +9, acrobatics +7, thievery +7, deception +5
Recall Knowledge society DC 18

Attacks

Melee Dagger +10/+6/+2(agile, finesse, versatile S)
Damage: 1d4+5 piercing
Melee Dagger +10/+6/+2(agile, thrown 10 ft., versatile S)
Damage: 1d4+5 piercing
Ranged Hand Crossbow +10/+5/+0 (range 60 ft.)(reload 1 ft.)
Damage: 1d6+5 piercing
Ranged Acid Flask (Moderate) +12/+7/+2 (range 30 ft.)(bomb, consumable, infused, splash)
Damage: 2d6 persistent acid + 1 acid + 2 splash acid
Ranged Alchemist's Fire (Moderate) +12/+7/+2 (range 30 ft.)(bomb, consumable, infused, splash)
Damage: 2 persistent fire + 2 splash fire + 1d8+1 fire
Ranged Frost Vial (Moderate) +12/+7/+2 (range 30 ft.)(bomb, consumable, infused, splash)
Damage: 2 splash cold + 1d6+1 cold

Abilities

Infused Itemsinteraction

An assassins' guild grenadier carries 2 infused Acid Flask (Moderate), 2 infused Alchemist's Fire (Moderate), and 2 infused Frost Vial (Moderate). These items last for 24 hours, or until the next time they make their daily preparations.

Far Loboffensive

The grenadier's bombs have a range increment of 30 feet (instead of 20 feet).

Quick Bomberoffensive

The grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.

Traits