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Mercenary Band

Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel deeds and opportunistic betrayals.

Recall Knowledge - Humanoid (Society): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Mercenary BandCreature 10

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 84
Perception +19
Languages Common
Skills Athletics +21, Intimidation +20, Military Lore +16, Society +16, Survival +17, Thievery +21
Str +4, Dex +2, Con +3, Int -1, Wis +2, Cha +1
AC 28; Fort +20, Ref +19, Will +17
HP 200; Weaknesses area damage 10, splash damage 10
Troop Defenses
Speed 25 feet; troop movement
Let 'em Have It! [one-action] to [three-actions] Frequency once per round; Effect The mercenary band engages in a coordinated attack with its wide array of melee weapons against each enemy in a 5-foot emanation with a DC 27 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d8+2 bludgeoning, piercing, or slashing
[two-actions] 3d8+4 bludgeoning, piercing, or slashing
[three-actions] 4d8+6 bludgeoning, piercing, or slashing
Ready… Fire! [two-actions] The mercenary band draws or reloads their bows, crossbows, and slings, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8+4 piercing or bludgeoning damage with a DC 27 basic Reflex save. When the mercenary band is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Spoils of War [one-action] Requirements The band's last action was Let 'em Have It and at least one creature failed its save; Effect The mercenary band attempts to Steal one object from each enemy that failed its save, even if the enemy is in combat or on guard.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.