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Sterklindr, Technic League Captain

I went a little mad and decided to stat out all the Technic League Captains.  Of course, apart from the core Captains – Ozmyn, Gryne, GhartoneZernebeth – 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”.

STERKLINDRUntitled
Medium humanoid (any), 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)

Nanite Surge (1/Day). As a bonus action Sterklindr’s body is infused with nanites. Once per day as a bonus action or a reaction, the Technic League Nano Mage can cause his nanites to surge, granting a proficiency die bonus of +1d6 to any one d20; this ability can be activated after the roll is made. When the Technic League Nano Mage uses this power, his eyes glow with red light equivalent to that of a torch in illumination for 1 round.

ACTIONS          
Multiattack. Sterklindr makes two attacks with his assault rifle or nanite dagger.   In addition he may use one of the items listed under “Gear” and use a spell when available.

Nanite Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 +2) slashing damage, plus 3 (1d6) poison damage as the nanites infest the damaged skin.

Assault Rifle. Ranged Weapon Attack: +7 to hit, reach 80/240 ft., one target.
Hit: 8 (2d8) ballistic damage (piercing/force). On a natural even number Sterklindr will use burst fire (10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition). On a natural 1 he must spend a round reloading if he wishes to use the weapon again this combat.

Iron Wind. The target is washed in a sea of nanites that begin reshaping the creature into something… else.  The target creature within 120 ft. that fails a DC 16 Constitution save is hexed and turned into a sheep (or similar tiny or small beast).  While in this form, the target cannot use powers.  Save ends.

Weaponised Meme. As a bonus action Technic League Nano Mage speaks an idea that no mortal was ever meant to hear let alone understand. All creatures that can hear the meme must make a DC 16 Intelligence save or become stunned for 1 minute as they try and “unlearn” what they just heard.  If the target is attacked they automatically regain their senses but have disadvantage on all attacks against Technic League Nano Mage for the remainder of the encounter until they succeed at DC 16 Intelligence save.

Countermeasures (1/Day). All creatures within melee (immediate) range take 8 (1d10 +3) slashing damage. Furthermore creatures that fail a DC 14 Strength or Dexterity saving throw are pushed back 30 feet and the target is knocked prone by the ferocity of the nano burst.

Digital Devil (1/Day). Sterklindr attempts to construct a creature from the nanites in his body that is identical to a shadow demon mechanically except it is lawful neutral.  However Sterklindr only has a 50 percent chance of success. The summoned digital devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or Sterklindr dies, or until Sterklindr dismisses it as an action.

REACTIONS  
WardAs a reaction Sterklindr can raise a digital shield cancelling any magic missile attack and adding +4 to his AC for that attack.

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

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

Morale Sterklindr 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.

GEAR
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

DESCRIPTION                    
Male Ulfen wizard; soft-spoken and narcissistic; focuses on nanotech research

Posted in Dungeons & Dragons

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