Raven Roost Sharpshooter

Sharp eyed archers watch the paths leading to Raven Roost, raining deadly shots from a distance on anyone who enters their line of sight. The open area immediately around the manor is even worse, providing no cover at all from the many vantage points in the upper levels, meaning that any attackers are whittled down by suppressive fire. When ambushing caravans, defenders who dare stick their heads out of cover attract crossbow bolts like corpses attract flies, quickly falling until either they surrender or are wiped out.

The Raven Roost bandits are experts at combined tactics combat, the different members well trained in their specific field and coordinating attacks with incredible training. Their capabilities are comparable to, and in some cases even exceed, proper military forces, making them a serious danger to any unprepared force.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.

5th Edition

Raven Roost Sharpshooter
Medium humanoid (any race), usually evil
Armor Class 16 (studded leather)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
Str 14 (+2) Dex 19 (+4) Con 13 (+1) Int 10 (+0) Wis 15 (+2) Cha 10 (+0)
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)
Archer’s Decoy (1/Short Rest). As a bonus action, the sharpshooter can take the Dodge action.
Careful Aim. As a bonus action, the sharpshooter can pick one creature it can see to be its target. If it can still see that creature at the start of its next turn, its ranged weapon attacks against that creature have advantage and deal an extra 16 (3d10) damage. This benefit lasts until the end of that turn, or until the sharpshooter moves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.

13th Age

Raven Roost Sharpshooter
3rd level archer [humanoid] C2A0
Initiative: +10
Short Sword +7 vs. ACC2A0- 7 damage
R: Crossbow +9 vs. AC (one nearby or far away enemy)C2A0- 8 damage
Careful Aim:C2A0As a move action, the sharpshooter can pick an enemy it can see. If it can still see that enemy at the start of its next turn, crossbowC2A0can target that enemyE28099s PD instead of AC, and gains a +4 bonus to damage against it until the end of its turn.
ArcherE28099s Decoy:C2A01/battle, as a quick action the sharpshooter gains a +2 bonus to AC and PD until the start of its next turn.
ACC2A018 PDC2A016 MDC2A013 HPC2A046

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