Favored Enemy. Death to all human..oids! +4 damage. Greater Favored: Fiends.
Dread Ambusher. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Spellcasting. Urtokk is a 6th level caster, using Wisdom as casting stat. Spells are DC14, with +6 to hit. Spells known:
1st (4 slots): absorb elements, cure wounds, hunter's mark, zephyr strike
2nd (2 slots): silence, spike growth
Heavy Crossbow +1 (x2). Ranged Weapon Attack: +9 to hit, range 80 ft./320 ft., one target. Hit: 12 (1d10+8) piercing damage. 1d8 extra damage if on the first round.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 12 (1d6+9) piercing damage. 1d8 extra damage if on the first round.
Greatsword. +7 hit, 2d6+4 slashing damage.
Description
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
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