Jul 17, 2012

Dark Elf Captain in and near Werms

A Dark Elf Captain is more than a simple leader.  It is, in the Artaxil Coven, a special religious leader that brings members of the community together in order that they may explore the magical nature of the world around them together, and to bond and protect the enclave.  They are individuals of renown and high reputation, and are often trusted with important missions and placed in charge of enclave installations and outposts.



Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins.  Worn conspicuously.  Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.  In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them:  The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.


The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat.  In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground.  Finally, once per day, they can pass between the normal world, into the Unseely Realms.  A portal or other method of doing this is not required.  For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms.  Then he may be followed.

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