Mercenary Enforcer
Level 6Attacks
Abilities
The mercenary enforcer gains an additional reaction at the start of their turn but can only use this reaction to Shield Block.
All this talk about haunted ruins has the mercenary enforcers at Karahai on edge. At the start of any combat against the PCs while Karahai's Terror Point threshold is at least 2, a mercenary enforcer must succeed at a DC 20 will save or become Frightened 1 (or Frightened 2 on a critical failure). Once Karahai's Terror Point threshold is 7 or higher, a mercenary enforcer also becomes Fleeing whenever they become frightened.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
A mercenary enforcer deals 1d6 extra precision damage to creatures who are Off-Guard.