Grizzled Mercenary CR 4
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)
During Combat The mercenary throws a few javelins, then closes in for the kill.
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
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
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.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.