Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Emerald Eye. Zaroums magic eye is immune to any blinding, darkness, or other magical effects that try to impede vision.

Gemmed Jacket. Zaroums armor is covered in the rarest gems. The high concentration of gems alters magic in their direct vicinity. Spells cast on Zaroum or within 5 ft of him suffer the following:

Zaroum adds +2 to any DC saves he makes

Zaroum gains +4 AC against any spell attacks 

Spells cast within 5 ft of Zaroum fail if the caster doesnt pass a DC 10 WIS save. 

Actions

Multiattack. The captain makes two melee attacks with his scimitar.

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

Emerald Gaze. As a bonus action, Zaroum can force a target to make a DC 15 Constitution saving throw when he stares at them with his Magical Gem Eye. A creature that fails the save begins to turn into an Emerald Statue and is restrained. The restrained creature must repeat the saving throw at the end of its next turns, becoming petrified on a third failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. A creature is immune for the rest of combat once it has passed the saving throw.

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.

Redirect. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Duffm4n

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