KING

Bandit Captain

Humanoid · Crown of Deception

T2d6MinorBanditLeaderHumanoid

A cunning leader of a bandit gang. The captain coordinates ambushes and inspires loyalty through charisma and a fair share of plunder.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense12--
Heart14--
Cunning14--
Fate8--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Pack Tactics

Advantage on attack rolls when an ally is adjacent to the target.

Passive

Leadership

Allied bandits within 30 ft gain +1 to attack rolls while the captain still stands. If the captain flees, so do they.

Reactions

Reaction

Parry

Once per round, when hit by a melee attack, the captain turns the blade and takes 1 Vigor damage instead.

Tactics

GM tactics

Directs underlings from behind the front line. Flees if most bandits are defeated.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.