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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 14 | - | - |
| Sense | 12 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 8 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Pack Tactics
Advantage on attack rolls when an ally is adjacent to the target.
Leadership
Allied bandits within 30 ft gain +1 to attack rolls while the captain still stands. If the captain flees, so do they.
Reactions
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.