Human Bandit Chief

Level 3 Leader
Human, Humanoid EV 20
Stamina 120 Immunity Corruption 4, Psychic 4
Speed 5 Size 1M / Stability 2
Free Strike 5

Might

2

Agility

3

Reason

2

Intuition

3

Presence

2

Whip & Magic Longsword 2d10 + 3

Magic, Melee, Strike, Weapon Signature Action
Melee 3 Two enemies or objects
≤11: 8 damage;
pull 1
12—16: 12 damage;
pull 2
17+: 15 damage;
pull 3
Effect:

A target who is adjacent to the bandit chief after the ability resolves takes 5 corruption damage.

2 Malice:

The bandit chief targets an additional enemy or object.

Kneel, Peasant! 2d10 + 3

Melee, Weapon Maneuver
Melee 1 One enemy or object
≤11: Push 1;
M<1 prone
12—16: Push 2;
M<2 prone
17+: Push 4;
M<3 prone
2 Malice:

This ability targets each enemy adjacent to the bandit chief.

Bloodstones

Magic Triggered Action
Self Self
The bandit chief makes a power roll.
Effect:

The bandit chief takes 4 corruption damage and increases the result of the power roll by one tier.

End Effect

At the end of their turn, the bandit chief can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Supernatural Insight

The bandit chief ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.

Shoot!

Area Villain Action 1
10 burst All allies in the burst
Effect:

Each target makes a ranged free strike.

Form Up!

Area Villain Action 2
10 burst All allies in the burst
Effect:

Each target shifts up to their speed. Until the end of the encounter, the bandit chief and all allies have damage immunity 2 while adjacent to a target.

Lead From the Front

Villain Action 3
Self Self
Effect:

Shift 10. During or after this movement, the bandit chief can use their Whip & Magic Longsword against up to four targets. Each ally adjacent to a target can make a free strike against them.

Report Issue

You must be logged in to report an issue.

Log in
  1. Human Malice


    1. Alchemical Device

      3 Malice
      1. Area, Magic, Ranged Maneuver Non-Minion
        3 cube within 10
        Each enemy in the cube
      2. ≤11: 4 corruption damage;
        A<0 slowed (save ends)
        12—16: 6 corruption damage;
        A<1 slowed (save ends)
        17+: 9 corruption damage;
        A<2 restrained (save ends)
    2. Exploit Opening

      5 Malice
      1. Until the end of their turn, each human acting this turn has an edge on their abilities, or a double edge if their ability targets an enemy affected by a condition.

    3. Staying Power

      7 Malice
      1. Each non-minion human in the encounter regains Stamina equal to 5 times their level.

    Report Issue

    You must be logged in to report an issue.

    Log in