Immunity: Corruption 4, Psychic 4
Weakness: —
Movement: —
Might
+2
Agility
+3
Reason
+2
Intuition
+3
Presence
+2
◆
2d10 + 2
Signature Ability
Magic,
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 2
◎ Two enemies or objects
≤11
8 damage; pull 1
12–16
12 damage; pull 2
17+
15 damage; pull 3
Effect: Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.
2 Malice: This ability targets one additional target.
⚔ Melee 1
◎ One enemy
≤11
Push 1; M<1 prone
12–16
Push 2; M<2 prone
17+
Push 4; M<3 prone
2 Malice: The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.
⚔ Self
◎ Self
Trigger: The bandit chief makes a power roll.
Effect: 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.
⚔ 10 burst
◎ Each artillery ally in the area
Effect: Each target makes a ranged free strike.
⚔ 10 burst
◎ Each ally in the area
Effect: Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is adjacent to a target, they have damage immunity 3.
⚔ Self
◎ Self
Effect: The bandit chief shifts up to 10 squares. 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.
★
End Effect
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.