The savage continent of Tarakona, where draconic races battle for supremacy!
The fearsome, combative, plains-dwelling Kala people (think lizardfolk) use well-trained archers to overwhelm enemies from the back line.
As noted for kala warriors, kala prefer to find the most powerful enemy—that front-line barbarian, fighter, or paladin—and swarm him or her. The archers follow this strategy, even willing to fire through allies at the identified enemy.
The archers also eliminate one of the big weaknesses of ranged combatants: opportunity attacks against melee enemies. The archer’s rapid eye feature allows it to effectively make ranged attacks as melee attacks.
As such, if you’re adding kala archers into your campaign, beware that they’re quite a bit more powerful than your standard ranged monster. Use fewer than you normally would until you’re sure of how the PCs will deal with them.
Text version of stat block:
Medium humanoid, lawful
- Armor Class 16
- Hit Points 20 (5d8)
- Speed 30 ft.
|15 (+2)|14 (+2)|11 (+0)|8 (-1)|14 (+2)|9 (-1)|
- Proficiency Bonus +2
- Skills Athletics +3, Nature +3, Survival +5
- Senses passive Perception 12
- Languages Draconic
- Challenge 1 (200 XP)
Rapid Eye. The archer can make one ranged attack against a target within 5 feet without provoking an opportunity attakc.
Pack Tactics. The archer has advantage on attack rolls against a target if at least one of the archer’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6+2) piercing damage.
The archer will focus fire on whatever enemies the warriors focus on, even if firing past a warrior. If the archer can’t get a clear shot, the archer will fire at enemy spellcasters.