Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 50 (11d8 + 22)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +5, DEX +4
Skills Athletics +4, Deception +4
Damage Resistances Bludgeoning
Gear Bloodbrand – Oathkeeper’s Blade Longsword (Uncommon), Requires Attunement by a Paladin Weapon Type: Longsword (Versatile) Damage: 1d8+1 slashing (one-handed) / 1d10+1 slashing (two-handed) Bonus: +1 to attack and damage rolls Weapon Properties: Divine Judgement (Passive) – When you hit an enemy with a Divine Smite, the target takes +1 extra radiant damage per Paladin level. Steadfast Guard (Reaction, 1/day) – When an ally within 5 feet is hit by a melee attack, you can use your reaction to impose disadvantage on the attack. Oathbound Grip – The sword magically resists being taken from its wielder. Any attempt to disarm the wielder requires a DC 13 Strength check. Appearance: A polished silver longsword, its blade engraved with subtle celestial runes that glow faintly when used in battle. The hilt is wrapped in deep red leather, and the pommel bears a small holy symbol of the wielder’s chosen deity.
Senses Passive Perception 13
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Stats

  • Armor Class: 13 (Breastplate, Parry ability)

  • Hit Points: 50

  • Speed: 30 ft

Abilities

Ability Score Mod
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 14 (+2)

Saving Throws: Str +5, Dex +4
Skills: Intimidation +4, Deception +5, Perception +3
Senses: Passive Perception 13
Languages: Common, Thieves' Cant

Actions

 

 


Combat Actions

Multiattack (Boss Feature)

Captain Rhyzek makes two melee attacks with his Longsword or two ranged attacks with his Crossbow.

Longsword (Melee Weapon Attack)

+5 to hit, reach 5 ft, one target. Hit: 1d8+3 slashing damage (1d10+3 if wielding with two hands).

Heavy Crossbow (Ranged Weapon Attack)

+4 to hit, range 100/400 ft, one target. Hit: 1d10+2 piercing damage.

Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 3) slashing damage.

Heavy Crossbow Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Actions

Tactical Orders (Bonus Action, 3/day) (Boss Feature)

Rhyzek can command one of his minions to make a free attack or take the Dodge action.

Reactions

Parry (Reaction) (Boss Feature)

Rhyzek adds +2 AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.

 

Description

Captain Dain Rhyzek - The Corrupt Blade of Medford

A man of imposing stature and calculated ruthlessness, Captain Dain Rhyzek embodies the corrupt heart of Medford’s fractured law enforcement. Standing just over six feet tall, he carries himself with the confidence of a man who has never been denied power. His breastplate gleams, polished and well-maintained, but the black and crimson trim hints at something more sinister—a leader who values intimidation as much as duty.

His sharp, piercing gaze sweeps over crowds with a hunter’s precision, always searching for signs of rebellion, weakness, or misplaced loyalty. Beneath his grizzled jawline, a faint scar runs along the base of his throat—a reminder of battles fought, or perhaps, of betrayals narrowly avoided.

Despite his official title, Rhyzek is no ordinary town guard captain. His true allegiance lies elsewhere, working under a clandestine force seeking control over Medford’s resources. He uses his position as a means to eliminate threats, silence opposition, and smuggle contraband under the town’s nose. His deep ties to the underworld make him untouchable, and his men, either through loyalty or fear, obey his every command.

When he speaks, his voice carries an air of authority and cold calculation, his words deliberate and edged with menace. He knows how to manipulate, whether by subtle coercion, outright intimidation, or the promise of a dagger between the ribs.

In battle, Rhyzek fights not like a noble warrior, but as a seasoned killer. His swordplay is precise, his movements efficient, wasting no time on unnecessary flourishes. He parries with calculated ease, counterattacking with swift and brutal efficiency. When pressed, he does not hesitate to sacrifice his own men, treating them as expendable tools to ensure his own survival.

Rhyzek is not the type to fight to the death—his loyalty is to power, not to honor. If he sees the battle turning against him, he will retreat, negotiate, or deceive his way out. If captured, he remains defiant, smirking even in shackles, knowing that his allies in the shadows will not leave him behind for long.

Notable Quotes

  • "You think justice exists in Medford? No. There is only strength… and those willing to seize it."

  • "Loyalty? Hah. A convenient lie people tell themselves before they're lying in the dirt."

  • "The smart ones know when to fold. The dead ones… well, they usually have a different opinion."

☠️ PHASE 1 – The Brawler

Grakkor fights using brute strength and tactics. He’s testing the players, pacing himself.

Tactics:

  • Swings his greatclub.

  • Occasionally grapples (STR vs player STR or DEX).

  • Taunts and intimidates, goading players to hit him.

Trigger to Phase 2: When reduced to 25 HP, Grakkor injects the Blue Serum.


💉 PHASE 2 – The Iron Wall (AC Buff Phase)

"GRRAAGH! CAN’T. FEEL. PAIN!"

Grakkor's muscles tense and calcify. His movements slow, but he becomes much harder to hit.

  • AC increases to 18

  • Speed drops to 20 ft

  • Disadvantage on DEX saves

  • Gains Damage Resistance to Slashing & Piercing

  • New Move – Hardened Slam: (Recharge 5–6) 10-ft cone, targets must make DC 13 STR save or be knocked prone and take 2d6 bludgeoning damage (half on save)

Tactics:

  • Plants himself between players and any squishier allies.

  • Goes defensive, tries to isolate melee PCs.

Trigger to Phase 3: Reduced to 10 HP, Grakkor screams and slams a Red Syringe into his neck.


💉 PHASE 3 – Berserker Mode (Damage Buff Phase)

"BLOOD... MUST FLOW!"

Now frothing and reckless, he tears into foes with abandon.

  • AC drops to 12

  • Speed returns to 30 ft

  • Gains Extra Attack

  • All melee attacks deal +2 damage

  • Takes 1d4 damage at end of each turn from drug backlash

New Move – Frenzied Leap: Bonus action to leap 15 ft and attack all adjacent targets with a wide swing (1d8+5 to all, DEX save DC 13 for half damage).

Tactics:

  • Charges backline players.

  • Focuses low-HP targets.

  • Will fight to the death.


⚠️ Optional PHASE 4 – Overload (AoE Attack Phase)

"TOO... MUCH... POWER!!!"

Grakkor slams a glowing Green Syringe into his heart. His veins bulge and he starts shaking violently.

  • Starts with 5 HP

  • On his next turn, he explodes in a 20 ft radius dealing 3d6 force damage (DEX save DC 14 for half)

  • He dies afterward, unconscious or dead depending on GM call


🧪 Loot Ideas:

  • One random leftover serum (use carefully)

  • Blueprint or formula for a weakened version of a serum

  • Grakkor’s oversized greatclub (counts as a +1 weapon when wielded with STR 15+)

Previous Versions

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Monster Tags: NPC

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Mymanmav

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