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I went a little mad and decided to stat out all the Technic League Captains.  Of course, apart from the core Captains – Ozmyn, Gryne, Ghartone, Zernebeth – my party never saw these guys.  Akradenn I also didn’t re-make as I had created him previously for The Archeological Team in the Choking Tower adventure.  I tried to build something around the Captains description in the adventure and kept them to CR 9 in terms of “power level”.

Medium humanoid (human), chaotic evil

Armour Class 15 (mage armour)
Hit Points 191 (10d6+36)
Speed 30 ft., fly 40 ft. (fly spell)

STR 10 (+0)        DEX 14 (+2)       CON 14 (+2)
INT 18 (+4)        WIS    8 (-2)       CHA 12 (+1)

Saving Throws Int +8, Con +6
Skills Cybertheurgy +10, Arcana +10, History +10
Senses passive Perception 8
Languages Gothic, Aklo, Common, Draconic, Hallit, Infernal, Orc
Challenge 9 (5,000 XP)

Hemochem Junky. Avernethy uses hemochem before combat and regenerates 3 hit points at the beginning of his turn.

Multiattack. The Captain makes two attacks with his stun gun or dagger.   In addition he may use one of the items listed under “Gear” and use a spell when available.

Silver Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 2) piercing damage.

+1 Stun Gun. Ranged Weapon Attack: +7 to hit, reach 20 ft., one target.
Hit: 9 (1d8 +1) sonic damage plus the target is knocked prone if they fail a DC 15 Strength check.

Cards of Fate (Natural odd roll). Using a deck of tarot cards energized with nanites these razor sharp weapons strike up to three targets within 50 ft. range before detonating and doing 8 (2d4 + 4) explosive (force/fire) damage to each target.

Storm of Stars (1/Day). Ranged Spell Attack: +8 to hit, range 25 ft., four targets.
Hit: 14 (2d8 +6) fire damage.

Shield (1/day). Avernethy adds 4 to his AC against one attack that would hit him or cancels a magic missile barrage.

Before Combat Avernethy casts mage armor, shield, and overland flight before entering combat.

During Combat Avernethy prefers to use a stun gun or ranged spells in combat, allowing any minions at hand to keep foes engaged in melee.

Morale Avernethy flees if reduced to 20 hit points or fewer—whether or not the captain resurfaces later is up to you, but this adventure assumes that captains who escape don’t return to further vex the PCs.

Combat Gear scroll of discharge, scroll of lightning bolt (100 ft., 5 ft. wide cone, 24 (8d6)), scrolls of technomancy (4), hemochem (grade III (Regen 3), 2 doses), soft grenades (15 (5d6) sonic, if a creature is killed by the soft grenade it is instead reduced to 0 hit points. x2), torpinal (3 doses, as suggestion spell);

Other Gear +1 stun gun, mwk dagger, ring of protection +1, batteries (4), green access card, timeworn brown nanite hypogun (5 (1d8+1) healing or cure 1 disease), timeworn commset, Technic League badge worth 50 gp 

Male Varisian wizard; focuses on skymetal properties and alloys; very interested in astronomy

Posted in Dungeons & Dragons

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