Human Bandit Chief¶
Human Bandit Chief
Whip and Magic Longsword
Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.
Kneel, Peasant!
Bloodstones
The bandit chief makes a power roll.
The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.
At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Supernatural Insight
The bandit chief ignores concealment if it's granted by a supernatural effect.
*Villain Actions
Shoot!
Each target makes a ranged free strike.
Form Up!
Lead From the Front
The bandit chief shifts up to 10 squares regardless of their speed. During or after this movement, they can use their Whip and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against that target.
*Malice Features
At the start of any human's turn, you can spend Malice to activate one of the following features. Human Malice
Alchemical Device
This ability can't be used by a minion.
Exploit Opening
Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that targets an enemy affected by a condition.
Staying Power
Each non-minion human in the encounter regains Stamina equal to 5 times their level.