Brutal Critical. Barossa may roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Font of Magic, Abyss. Barossa gains a flying speed of 30 ft. and resistance to Fire damage as an effect of the Rifts magic entering his body. Growing black demonic wings in the process.
Spellcasting. Barossa gains the effects of magic due to his sacrifice to the Rift. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Barossa has the following Wizard spells prepared:
Cantrips (at will): Fire bolt, Create Bonfire.
1st level (2 slots): Burning Hands.
2nd level (2 slots): Aganazzar's Scorcher.
3rd level (1 slot): Fireball.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +8 to his, range 100/400 ft., one target. Hit: 9 (1D10+4) piercing damage.
Frenzied Rage. 1/Per Day As a bonus action Barossa may enter a Frenzied Rage but cannot use spells once he enters his rage.
Parry. Barossa adds 2 to its AC against one melee attack that would hit him. To do so, Barossa must see the attacker and be wielding a melee weapon.
Barossa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barossa regains spent legendary actions at the start of his turn.
Detect. Barossa makes a Wisdom (Perception) check.
Heavy Crossbow Attack. Barossa may attack once with his Heavy Crossbow as a Legendary action.
Font of Magic, Cinder. (Costs 2 Actions) Barossa may use a Cantrip or 1st level spell as a Legendary action.
Description
Barossa is a monster of a man standing at nearly 7 feet tall. He has winding tattoos of inky blackness trailing up each arm and connecting in a collar around his neck.
He is extremely charismatic for a thug, and often prefers to speak rather than get right into the action. Having a very high opinion of himself due to always being the smartest among the bandits and commoners he frequents. This can be a downfall for the man, as he's so used to being the smartest and strongest in the room that he often underestimates those that come hunting for his bounty.
For nearly a decade he has studied the ley lines of the world and now had found their convergence at the Rift. Sacrificing one of his Lieutenants to gain the secrets of this Font of Magic he has become much more than a regular man.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Barossa takes a lair action to cause one of the following effects; Barossa can’t use the same effect two rounds in a row:
- Font of Magic, Burst: Barossa causes a blast of magical energy centered around the Rift to move out in all directions. All creatures (excluding Barossa) must succeed in a DC13 Dexterity saving throw or take 6 (3D4) Force damage and be knocked prone. Half as much on a success.
- Font of Magic, Constrict: Barossa summons tendrils from the Rift, targeting one creature. That creature must succeed in a DC18 Strength saving throw or become grappled by the tendrils. Taking (3) 1D6 bludgeoning damage in the process.
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