Medium Humanoid (Human), Neutral Evil
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +4, DEX +6, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Evasion. If Arlissa is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Arlissa instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Keen Sight. Arlissa has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Arlissa makes three melee attacks: two with her mace and one with her dagger. Or she makes two ranged attacks with her daggers.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Javelin of Lightning. Ranged Weapon Attack: Arlissa hurls a the javelin and speaks its command word, transforming it into a bolt of lightning, forming a line 5 feet wide that extends out from her to a target within 120 feet. Each creature in the line excluding her and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack (+5)against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

Bonus Actions

Angel Eye. As a bonus action, Arlissa can summon her Javelin of Lightning back to her hand. Any creature holding the javelin must make a DC12 CON check or take 1d6 lightening damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Legendary Actions

Arlissa gets 2 legendary actions that she can perform on a player's turn. Legendary actions recover at a rate of 1 per round.

Pop a Potion. After taking damage Arlissa drinks a Greater Potion of Healing, recovering 4d4+4.

Dash. Arlissa uses the Disengage action and moves up to 15 feet.

Description

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Lair and Lair Actions

Reinforcements. When the number of ally bandits in an encounters falls below 4, Arlissa will let loose a cry, calling for reinforcements. At the beginning of the next turn, 1d4+2 bandits will enter the encounter.

Get that one, the one with the shield! At any point during the encounter, Arlissa will signal for any bandit within the range of an enemy equipped with a shield to throw a pilum. The pilum has a range of 20 ft. and +1 to hit. If hit, a character will take 1d6 damage and will lose the AC bonus of their shield until they take a full action to remove the pilum from their shield. The action requires a strength check of DC12.

Monster Tags: NPCHuman

Habitat: ArcticCoastalDesertForestHillUrban

Leon_Leonardo

Comments

Posts Quoted:
Reply
Clear All Quotes