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TECHNIC LEAGUE HIRELING (SELLSWORDS)

Technic league looks slightly updated from the previous versions in The Choking Tower.  They never encountered these guys as they entered the Technic League Base via the basement.

TECHNIC LEAGUE HIRELINGUntitled
Sellsword
Medium humanoid (any race), any non-good alignment

Armour Class 17 (synth breastplate and helm)
Hit Points 150 (25d8 + 50)
Speed 30 ft.

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

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 7 (2,900)

Cypher (1/Day).  Hirelings all carry a variety of cyphers that they can use during battle.  Roll 1d6 whenever a hireling uses a cypher action and apply the affects.  Reroll nonsensical results:

  1. Detonation.  The hireling throws a desiccating grenade.  All living creatures within 20 ft. radius of the blast point must make a DC 16 Dexterity saving throw or suffer 15 (5d6) necrotic damage.
  2. Density Nodule.  The hireling activates a device attached to his weapon that increases its weight significantly.  On the next attack increase the melee weapons damage die by 1.
  3. Disrupting Nodule. For the next attack, the weapon the nodule is attached to strikes a solid creature; it generates a burst of nanites that directly attack organic cells. The affected target takes 2 additional point of damage and must make a DC 16 Constitution save or lose his next action.
  4. Hunter Seeker. The hireling releases a detonation device that tracks its designated target.  It makes an attack at +3 and continues to make an attack until it hits or runs out of fuel (10+ on a d20) and drops harmlessly to the ground.  If it detonates it covers the target in sticky goo incapacitating them.  A DC 16 Strength saving throw to break free.
  5. Ray Emitter (Numbing).  This contact lens cypher shoots a ray of numbing cold at a target that must make a DC 15 Constitution or Dexterity saving throw. On a failed save they take 7 (2d6) cold damage, lose 10 feet of movement and lose the function of a limb for one minute.
  6. Rejuvenator.  The hireling pops a pill healing 6 (2d4+2) hit points of damage.

Implanted Tracker Chip. This chip allows its carrier to be tracked remotely with a chipfinder (see Pathfinder Campaign Setting: Technology Guide). Finding evidence of it requires a full-round search of the carrier and a successful DC 30 Wisdom (Perception or Medicine) check.  Extracting the chip requires a slashing weapon and deals 1 point of damage to the carrier.

ACTIONS          
Multiattack. The hireling makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack or use a cypher.

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

Shotgun. Ranged Weapon Attack: +5 to hit, range 50/100 ft. cone, all targets in cone target.
Hit: 10 (2d10) piercing damage. 

Sneak Attack (1/Turn). The hireling deals an extra 7 (2d6) damage when it 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 the hireling that isn’t incapacitated and the hireling doesn’t have disadvantage on the attack roll.

TACTICS  
Typically armed with spears and crossbows, hirelings are straightforward combatants. They appreciate strength in numbers and, if possible, always call out for help when needed. They rarely fight to the death.

DESCRIPTION                    
Used as guards these Technic League enforcers are here to protect Akradenn while he attempts to secure The Choking Tower.  The exact number of Hirelings varies per encounter.  Assuming characters exploring the tower are level 8 then there should be at least one Hireling for every two-player character whenever a named member of the Archeological Team is meet.

Technic League hirelings wear light breastplates and synth (plastic like) helmets. They serve their masters well because they are paid well and are promised greater power and influence in the future. Ultimately, they do what they are ordered to do by their superiors, regardless of legality or morality.  Hirelings are typically suspicious but not always efficient or wise. Most are cruel, arrogant, and selfish.  They all have tracking devices embedded in their bodies.  Their hiring captain, Akradenn in this case, can always track them if need be.

Posted in Dungeons & Dragons

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