Teeth of Calaunt Patrol
Level 3 Soldiers
Medium natural humanoid XP 150 Initiative +5 Senses Perception +6 HP 47; Bloodied 23 AC 22; Fortitude 16, Reflex 17, Will 14 Speed 5 M War Axe (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 3 damage (Brutal 2 High Crit), and the target is marked until the end of the human guard’s next turn. M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon Requires war axe; +10 vs. AC; 1d12 + 7 damage, and the target is knocked prone. Shield Bash (standard; at-will) Weapon Requires heavy shield; +8 vs. Fortitude; 1d6 + 3 damage and the target is pushed back 2 squares and the Tooth moves with it. Special: For each tooth that assists with the bash, the target is pushed an additional square. Allies who assist can move to follow the target as well. R Superior Crossbow (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 2 damage. Shield Wall When three or more Teeth are adjacent to each other, their formation grants each of them an additional +2 to AC and reflex defenses and any opponents adjacent to two or more Teeth in the formation take 5 damage on the start of their round if they remain adjacent to the patrols’ shield wall. Alignment Evil Languages Common Skills Insight +6, Intimidate +7, Streetwise +7 Str 16 (+4) Dex 14 (+3) Wis 11 (+1) Con 15 (+3) Int 10 (+1) Cha 12 (+2) Equipment platemail, executioners axe, heavy spiked shield, crossbow with 20 bolts Teeth of Calaunt Tactics Teeth are determined foes. They fight well together, standing close enough to protect their comrades. They use powerful strike against mobile enemies and use their crossbows only when foes are beyond their reach. 1
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Teeth of Calaunt Patrol Captain
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Level 4 Elite Soldier
Medium natural humanoid XP 150 Initiative +6 Senses Perception +7 HP 144; Bloodied 72 AC 22; Fortitude 18, Reflex 19, Will 16; +2 bonus to saves ACTION POINT 1 Speed 5 m War Axe (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 3 damage (Brutal 2 High Crit), and the target is marked until the end of the human guard’s next turn. M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
Requires war axe; +10 vs. AC; 1d12 + 7
damage, and the target is knocked prone. Shield Bash (standard; at-will) Weapon Requires heavy shield; +8 vs. Fortitude; 1d6 + 3 damage and the target is pushed back 2 squares and the Captain moves with the target. Special: For each tooth that assists with the bash, the target is pushed an additional square. Allies who assist can move to follow the target as well. Bum Rush (immediate reaction; recharge ⚄ ⚅) Weapon
When an ally within 10 squares is
damaged, the patrol captain can charge the attacker (and can maneuver around obstacles during the charge even if there is no direct line of attack) with a basic attack. If the attack hits, it allows a secondary attack vs. Fortitude. If the secondary attack is successful, the target takes 5 ongoing damage (save ends) and is knocked prone. R Superior Crossbow (standard; at-will) ✦ Weapon
Ranged 20/40; +10 vs. AC; 1d10 + 2
damage. Cruel Taskmaster- Raised in the House of Scarlet Hooks, this captain knows how to persuade his men to perform. All allies who start their turn within 5 squares of the captain gain a +2 to attack and speed. Shield Wall- When three or more Teeth are adjacent to each other, their formation grants each of them an additional +2 to AC and reflex defenses and any opponents adjacent to two or more Teeth in the formation take 5 damage on the start of their round if they remain adjacent to the patrols’ shield wall . Alignment Evil Languages Common
Skills Insight +7, Intimidate +8, Streetwise +8
Str 17(+5) Dex 14 (+4) Wis 11 (+2)
Equipment platemail, executioners axe, heavy spiked shield,
Con 16 (+4) Int 10 (+2) Cha 12 (+3)
crossbow with 20 bolts
The Patrol Captain stays close to his men so as to use his Cruel Taskmaster ability to its fullest. He will Bum Rush any foe that he deems as one that can outclass his men. Patrol Captains will always be at the head of a charge and will remain to hold off opponents if they command their men to retreat.
Patrol Captain 144