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Boartusk Clan

A savage clan that refused to abide by The Tribal Accord and have become bandits.

Structure

Led by a dwarf named Xandir.

Military

The clan has several dozen members and use Cafeld Ruins as their base of operations since few will go near the place. They often have a couple bands of raiders wandering the nearby countryside to either hunt wild game or steal from travelers.   When creating encounters use a mix of the following based on player level.  
SRD

Veteran

Medium humanoid (any race), any
Armor Class 17 (splint)
Hit Points 58 ( 9d8+18 )
Speed 30ft

STR
16 +3
DEX
13 +1
CON
14 +2
INT
10 0
WIS
11 0
CHA
10 0

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)


Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage, or 8 ( 1d10+3 ) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 ( 1d10+1 ) piercing damage.


 

Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

Berserker

Medium humanoid, any
Armor Class 13 (Hide Armor)
Hit Points 67 (9d8+27) 9d8+27
Speed 30ft

STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 0
CHA
9 -1

Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 2 (450 XP)


Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.


 
SRD

Druid

Medium humanoid (any race), any
Armor Class 11 (16 with barkskin)
Hit Points 27 5d8+5
Speed 30ft

STR
10 0
DEX
12 +1
CON
13 +1
INT
12 +1
WIS
15 +2
CHA
11 0

Skills Medicine +4, Nature +3, Perception +4
Senses passive Perception 14
Languages Druidic plus any two languages
Challenge 2 (450 XP)

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The druid has following druid spells prepared:

At will: Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin

1/day: Quarterstaff.[/i Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. hit 3 1d6 bludgeoning damage, 4 1d8 bludgeoning damage if wielded with tow hands, or 6 1d8+2 bludgeoning damage with shillelagh.



 

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

SRD

Bandit Captain

Medium humanoid (any race), any non-lawful
Armor Class 15 (studded leather)
Hit Points 65 10d8+20
Speed 30ft

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)


Actions

Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
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.

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.


 

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.
More than treasure, a bandit 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.

SRD

Thug

Medium humanoid (any race), any non-good
Armor Class 11 (leather armor)
Hit Points 32 ( 5d8+10 )
Speed 30ft

STR
15 +2
DEX
11 0
CON
14 +2
INT
10 0
WIS
10 0
CHA
11 0

Skills Intimidation +2
Languages any one language (usually Common)
Challenge 1/2 (100 XP)


Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 ( 1d6+2 ) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 ( 1d10 ) piercing damage.


 

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

SRD

Bandit

Medium humanoid (any race), any non-lawful
Armor Class 12 (leather armor)
Hit Points 11 2d8+2
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
10 0

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)


Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 1d8+1 piercing damage.


 

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Type
Geopolitical, Clan
Location

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