Medium Humanoid, Chaotic Evil
AC 17    Initiative +3 (13)
HP 82 (11d8 + 33)
Speed
Mod Save
STR 20 +5 +9
DEX 16 +3 +3
CON 17 +3 +3
Mod Save
INT 12 +1 +1
WIS 13 +1 +5
CHA 12 +1 +1
Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Gear Grappling Chain, 4 Antimagic Loadstones, Cutlass +1, Light Crossbow +1, Cherrywood Pendant (Homebrew),
Senses Passive Perception 15
Languages --
CR 10 (XP 5,900; PB +4)
Traits

Magical Resistance. The bounty hunter has advantage on saving throws against spells and other magical effects. 

Mission Focused. The bounty hunter does everything in their power to hunt down their target. The bounty hunter may only have 1 target per combat encounter, and uses the abilities listed below against that target. If the target dies during the combat encounter, the bounty hunter may use their bonus action to designate a new target.

InscrutableThe bounty hunter is immune to any effect that would sense its emotions, or read its thoughts from its target as well as any divination spell. Wisdom (Insight) checks made to ascertain the bounty hunters intentions or sincerity have disadvantage. 

Imposing Presence. If the target of the bounty hunter knows the bounty hunter is an enemy and the target can see them, the target must make a DC 14 WIS saving throw or be frightened of the Bounty Hunter. While frightened of the bounty hunter, the target is panicked and must repeat the save at the start of their turn. If they fail, they must use all of their movement speed to get as far away as possible from the bounty hunter. Once the target succeeds on the saving throw, the target is immune to Imposing Presence for 24 hours. 

Grappler. The bounty hunter has advantage on attack rolls against the target if they are grappling them. The bounty hunter also has advantage on athletics checks against being grappled. 

Concentration Breaker. When Ziska damages a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. 

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, Ziska can cause herself to succeed instead. Once this benefit is used, it cannot be used again until a short or long rest is finished. 

Actions

Multiattack. Ziska makes two attacks with the Grappling Chain, Crossbow, or Cutlass. If Ziska uses the Grappling Chain, for its first attack, and hits, Ziska can use its second attack to restrain the creature. 

Grappling Chain. Melee Weapon Attack: +10 to hit, reach 40 ft., one target. Hit: 21 (3d8 + 6) Piercing damage.
Ziska swings the Grappling Chain at the target with spiraling accuracy. If this attack hits, the creature is grappled by the barbed chain. The creature takes 5 (2d4) piercing damage at the start of its turn while grappled in the chain. The creature may use their action to try and break the grapple with a DC 20 acrobatics or athletics check. 
If the creature is grappled by the Grappling Chain, the Bounty Hunter can forgo their second attack to automatically restrain the creature. Checks to break the restraint are at disadvantage. 

Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8+6) magical slashing damage. 

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 10 (1d8+5) magical piercing damage. Ziska ignores the Load property.

Bonus Actions

Scent of Blood. Ziska can move up to her speed (40 ft.) towards a known enemy. If the enemy is hidden from Ziska, Scent of Blood cannot be used. 

Mission Focused. The bounty hunter can use a bonus action to end the frightened condition. This cannot be used again before the end of the encounter. 

Second Wind. Ziska has a limited well of stamina that she can draw on to protect herself. On her turn, she can use a bonus action to regain hit points equal to 1d10+10. 
Once this feature is used, Ziska must finish a short or long rest to use it again. 

 

Reactions

Grappling Hook Opportunity Attack. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 21 (3d8+6) magical piercing damage. If the attack hits, the creature must succeed on a DC 20 acrobatics or athletics check or be grappled. 

Description

A former bounty hinter with a penchant for ruthlessness, she's the crew's disciplinarian and Rook's right hand. Ziska keeps a meticulous ledger of bounties, debts and grievances, which makes her the crew's enforcer. Ziska's reason for her loyalty has never been questioned, but what made her gain such loyalty has been speculated on by the entire crew. The closest agreed-upon theory is that it had to do with Rook defying the other two pirate lords in some way. This is mostly supported by the fact that Rook leaves Ziska with the ship whenever he meets with the other two. 

Ziska's main duties aside from accompanying Rook aboard The Red Stallion, varies from managing ship repairs and crew discipline, to completing special smuggling runs and dropping information for the other pirate lords.

SketchyWolfster

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