CREATURE 9
Perception +18
Languages Common, Draconic, Kibrebos
Skills Acrobatics +19, Athletics +19, Stealth +19, Survival +17
Str +4 Dex +4 Con +3 Int +1 Wis +2 Cha +0
Deep Breath A Faleisham mercenary can hold their breath for 20 minutes.
AC 27 (29 with shield raised); Fort +20, Ref +19, Will +15
HP 155
Speed 25 feet, swim 15 feet
Melee scimitar +20 (forceful, magical, sweep), Damage 2d6+10 slashing
Melee jaws +19, Damage 1d6+10 piercing
Melee tail +19 (agile), Damage 1d4+10 bludgeoning
Ranged javelin +19 (thrown 30 feet), Damage 1d6+10 piercing
Coordinated Distraction (auditory or visual, concentrate) With a sharp whistle or wave of their hand, the mercenary distracts an opponent so one of the mercenary's allies can land a clean blow. The mercenary chooses a target and an ally, both of whom must be within 30 feet of the mercenary. The target is flat-footed against the first Strike the mercenary's ally makes on its next turn; if the ally doesn't Strike that target, the effect is lost. Depending on how the mercenary distracts their foe, this action gains either the auditory or visual trait.
Human Hunter A Faleisham mercenary's multiple attack penalty for attacks against humans is –3 (–2 with an agile weapon) on their second attack per turn or –6 (–4 with an agile weapon) on their third or subsequent attack per turn.
Powerful Swipe The Faleisham mercenary makes a melee Strike. If it hits, it deals an extra die of damage. This counts as two attacks for the mercenary's multiple attack penalty.
Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a Swim speed are flat-footed to a Faleisham mercenary.
AoE3, page 52.
Open Faleisham Mercenary in the interactive creatures list or browse all creatures starting with F.