Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its pistols.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 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.
Pistol. Ranged Weapon Attack: +5 to hit, range 39/90 ft., one target. Hit: 8 (1d10+3) piercing damage.
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.
Cripple. Zayne attacks a creature moving outside of its range of influence. If the attack hits, the target's speed is halved until the end of its next turn.
Return Fire. Zayne shoots a PC that has hit him with a ranged attack.
Boss Actions: Use 1 on round 1, 2 on round 2, etc.
1: Cover me! A cloud of smoke appears at Zayne's feet, making him difficult to see. He moves up to half his movement speed and may stealth.
2: What are you doing? SHOOT THEM!: Two of the bandit archers take shots at a target of their choice. Priority goes to anyone in melee with Zayne.
3: Alert the nest!: One of the archers begins to run off to alert the other members of the thieves guild. If they are successful, use higher difficulty fight for Breighly
Description
Zayne is a mid-level conartist in the Purple Tail Thieves Guild. A coward at heart, once this thug gets below half health, he'll run to the safety of his guild house. He gets what he wants through coercion and intimidation with his goons. He never fights by himself.







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