Asphemor City Marksman - AI-generated fantasy Monster

Asphemor City Marksman

The Four Cities of Asphemor are known for their distinct martial cultures. While all share the same basic training in the crossbow, the 'Fierce Reds' of Betrack are taught that a bolt is as good as a blade for instillling fear, whereas the 'Blue Sentinels' of Keluas believe a marksman is first and foremost an observer.

MediumHumanoid(Human)CR 2Lawful Neutral

Asphemor City Marksman

GuardSoldierAsphemor
HP39AC15SPD30 ft. walkCR2PerceptionAthleticsInsight
STR
11
DEX
16
save
CON
12
INT
11
WIS
14
CHA
10
Archer's Discipline. Being within 5 feet of a hostile creature doesn't impose disadvantage on the marksman ranged attack rolls.
Steady Aim. If the marksman hasn't moved during its turn, it has advantage on the first ranged attack roll it makes.
City Allegiance: Fearsome (Red/Yellow). Marksmen from Betrack or Trindos have advantage on saving throws against being frightened. When they hit a creature with a crossbow attack, the target must succeed on a Wisdom saving throw or be frightened of the marksman until the end of its next turn.
City Allegiance: Watchful (Green/Blue). Marksmen from Maas or Keluas add their proficiency bonus to Initiative (+5 total). They can take the Search action as a bonus action on each of their turns.
Multiattack. The marksman makes two weapon attacks.
Heavy Crossbow. Ranged Weapon Attack: to hit, range 100/400 ft., one target. Hit: 8 () piercing damage.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage.
Skirmish. When a creature moves within 5 feet of the marksman, the marksman can move up to half its speed without provoking opportunity attacks.
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