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CAPTAIN SILA DESAULIS

Here is the final  Technic League Captain.  Stuck between the Devil and the Deep Blue Sea she decided to negotiate with the players and stoically accepted the news that Zernebeth was now at the head of the Technic League and Ozmyn was dead.  She was just happy to get out of the accursed ship.

SILA DESAULISScreen Shot 2016-01-16 at 23.30.46.png
Medium humanoid (human, cyborg), lawful evil

Armour Class 18 (natural)
Hit Points 330 (30d8 +90 plus bonus from false life)
Speed 30 ft., fly 40 ft. (fly spell)

STR 10 (+0)        DEX 20 (+5)       CON 16 (+3)
INT 14 (+2)         WIS  8 (-1)        CHA 17 (+3)

Saving Throws Dex +8, Con +6
Skills Cybertheurgy +13, Arcana +13, History +13, Acrobatics +7, Deception +4, Perception +4, Stealth +11
Senses passive Perception 14
Languages Gothic, Common, Hallit
Challenge 13 (10,000 XP)

Assassinate. During its first turn, Sila has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Silas scores against a surprised creature is a critical hit.

Evasion. If the Silas is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Silas instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack (1/Turn). Sila deals an extra 13 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Silas that isn’t incapacitated and Silas doesn’t have disadvantage on the attack roll.

ACTIONS          
Multiattack. Sila makes three attacks with her X-Lasgun or machine slam. She may also use rain of plasma and command robot when available. 

Machine Slam. Melee Natural Weapon Attack: +5 to hit, reach 5 ft.; one target.
Hit: 2 (1d8) bludgeoning damage.

X-Lasgun. Ranged Weapon Attack: +9 to hit, range 200 ft.; one target.
Hit: 23 (5d6 + 5) plasma (lighting/fire) damage.  This weapon rolls four die of damage when it scores a critical hit.

Invoke Asimov (Recharge 4, 5 or 6). Sila chooses a target with the robot subtype within 60 feet and commands it to “Obey Asimov Law One”. The target must make a DC 18 Wisdom save or take 24 (7d6) lightning damage and gain the unconscious status affect (however robots do not fall prone) as its core programming to not harm humans conflicts with its past actions of murder due to UNITY’s influence. On a successful save the robot only takes half as much damage and is not paralysed by indecision. The target creature may make a save at the end of its turn to see if it has reconciled it’s programming with its actions and break the affect. Otherwise the paralysing indecision lasts for 1 minute.

Rain of Plasma (Recharge 6). Sila unleashes a full clip of her plasma X-Laser. She shoots a 200 ft line of plasma at her enemies. Make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. The hole created by an x-laser is less than an inch in diameter and serves primarily as evidence of the weapon’s discharge rather than significantly altering an object’s structural integrity beyond the damage the laser blast deals as part of the attack.

LEGENDARY ACTIONS

Sila can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Silas regains spent legendary actions at the start of his turn.

  • Vanish. Sila becomes invisible for 1 minute as the greater invisibility
  • Duplicate. If vanish is ended or dispelled in some manner Silas will use Duplicate.
  • X-Laser. Sila makes an X-Lasgun attack.

REACTIONS  

Nanite Refuge (1/day). Silas adds 5 to her AC against one attack that would hit her or cancels a magic missile attack.

Touch of the Displacer Beast (1/day). Silas adds 4 to her AC against one attack that would hit her.   Instead the attacker misses the real Silas appearing nearby.

TACTICS  
Before Combat Sila casts cat’s grace, bear’s endurance, false life, shield, overland flight, and unseen servant.  Beaware Sila gains 4 initiative cards but only acts once.

During Combat Sila casts greater invisibility at the start of a fight. Whenever foes line up in a convenient row, Sila takes shots with her x-laser, but otherwise times she focuses on attacking at range with her spells. She uses wall of force to control the PCs’ mobility, and once her invisibility fades, casts displacement and mirror image.

Morale Sila fights to the death unless she thinks she can escape to the habitat pod via area A6 or out of Silver Mount at area A1, at which point she attempts to do so at once.

GEAR
Gear +1 heavy weapon harness, timeworn reconditioned x-laser, cloak of resistance +2, dusty rose ioun stone (Agility, VR, +2 DEX), ring of protection +1, 15 batteries, commset, datapad (see Treasure, below)

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