Characters

Grizzled Mercenary

CR: 4 XP: 1,200


CN Medium humanoid (human)


Init: +0 Senses: Perception +4


Defense

AC: 18, touch 10, flat-footed 18 (+8 armor)


HP: 51 (6d10+18)


Fort: +7 Ref: +3 Will: +3


Offense

Speed: 20 ft.


Melee: mwk heavy flail +9/+4 (1d10+3/19–20) or mwk halberd +9/+4 (1d10+3/×3) or longspear +8/+3 (1d8+3/×3) or morningstar +8/+3 (1d8+2) or cold iron kukri +8/+3 (1d4+2/18–20)


Ranged: javelin +6 (1d6+2)


Space: 5 ft. Reach: 5 ft. (10 ft. with longspear)


Statistics

Str: 14 Dex: 10 Con: 12 Int: 9 Wis: 11 Cha: 8


Base Atk: +6 CMB: +8 CMD: 18


Feats: Diehard, Endurance, Power Attack, Toughness


Skills: Climb +0, Handle Animal +3, Intimidate +6, Knowledge (local) +0, Perception +4, Swim +0


Languages: Common


Combat Gear: potion of barkskin, potion of cure moderate wounds, alchemist’s fire (2), holy water


Other Gear: masterwork half-plate, cold iron kukri, javelins (4), longspear, masterwork halberd, masterwork heavy flail, morningstar, cloak of resistance +1, antitoxin, sunrod, 325 gp


Description

Human warrior 6

During Combat: The mercenary throws a few javelins, then closes in for the kill.

A grizzled mercenary is armed to the teeth, and has survived wars and reckless adventurers. He carries multiple weapons so he can deal with various types of monstrous foes, and is unfazed by most encounters. He expects to be paid for his service on time and in real coin—not giant gems or weird statues.

The mercenary is willing to guard a keep, wear a warlord’s tabard or uniform, or venture into the upper levels of a dungeon, but he’s no fool and doesn’t like being treated as expendable. He is loyal as long as he is paid well, but not willing to risk his life on an obvious suicide mission. The above stat block can also be used for veteran military officers.

Source: NPC Codex, p. 268