Human Bandit Chief
Level 3 BandHuman, Humanoid EV 20
Stamina 120 Immunity Corruption 4, Psychic 4
Speed 5 Size 1M / Stability 2
Free Strike 5
Might
2Agility
3Reason
2Intuition
3Presence
2Whip & Magic Longsword (Action) ♦ 2d10 + 3 ♦ Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 3 Target 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! (Maneuver) ♦ 2d10 + 3
Keywords Melee, Weapon
Distance Melee 1 Target 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 (Triggered Action)
Keywords Magic
Distance Self Target Self
Trigger: 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.
Shoot! (Villain Action 1)
Keywords Area
Distance 10 burst Target All allies in the burst
Effect: Each target makes a ranged free strike.
Form Up! (Villain Action 2)
Keywords Area
Distance 10 burst Target 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)
Keywords —
Distance Self Target 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.
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.