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Tek Makul turned on his cousin once the party healed Kul-Kevoth.  He became the focus of Kul-Kevoth (aka Conan) and Brokthar the parties fighter…. he didn’t last long.  I actually forgot to convert Kul-Kevoth to 5e so ended up handing Tek Makul to the party and saying “pretend its Kul-Kevoth” as they would run him more efficiently then I would since I was running six gargoyles, 1 traitorous lieutenant, 3 traitorous palace guards, Ghartone and 2 battleguards… sheesh.

Medium humanoid (human), chaotic evil

Armour Class 18 (amulet of natural armour, barkskin)
Hit Points 265 (14 HD; 8d12+6d10+92)
Speed 40 ft.

STR 20 (+5)        DEX 16 (+3)       CON 20 (+5)
INT 13 (+1)         WIS 12 (+0)        CHA  8 (-2)

Skills Intimidation +2
Damage Resistances fire, lighting; 2 DR vs. bludgeoning, slashing and piercing
Senses passive Perception 10
Languages Common, Hallit
Challenge 13 (10,000)

Brute. Tek Makul gains an additional die of damage to his melee attacks (included).

Bloodied Rage. While bloodied, Tek Makul gains a +1d4 bonus to attack rolls and deals an extra 5 damage per attack.

Power Attack (1/Day). Tek Makul gives up accuracy for power taking -5 to hit for +10 damage.

Triumphant Surge. Tek Makul gains 10 temporary hit points each time he bloodies an enemy or reduces an enemy to 0 hit points or fewer.

Multiattack. Tek Makul makes two attacks with his shock greataxe.

+2 Shock Greataxe with Gravity Clip. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature.
Hit: 25 (3d12 + 7) slashing damage plus 3 (1d6) lightning damage

Composite Longbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target.
Hit: 8 (1d6+5) piercing damage.

Before Combat Tek Makul drinks a potion of barkskin before entering combat.

During Combat Tek Makul rages at the start of a fight, and usually uses his intimidating glare on the first round in an attempt to end a combat before it even begins. If this doesn’t work, the man is only too willing to follow the attempt by leaping into combat. He focuses his attacks on humans if he can, but he won’t continue the fight once his foes drop. Living prisoners serve him better than dead ones, as he can turn them over to the Technic League for rewards.

Morale Tek Makul fights to the death while raging, but otherwise flees Starfall if reduced to fewer than 30 hit points, abandoning his cousin to his fate.

potions of barkskin +4 (2); Other Gear +2 chainmail, +2 shock greataxe, amulet of natural armor +1, belt of incredible dexterity +2, ring of protection +1, gravity clip

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