I went a little mad and decided to stat out all the Technic League Captains. Of course, apart from the core Captains – Ozmyn, Gryne, Ghartone, Zernebeth – 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”.
Armour Class 16 (flak jacket, 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
Damage Resistances ballistic (piercing/force from flak jacket).
Senses passive Perception 8
Languages Gothic, Aklo, Common, Draconic, Hallit, Infernal, Orc
Challenge 9 (5,000 XP)
Double Pack (1/Day). Elias uses two Iron Bombs rigged together doubling the blast radius and the damage of the attack.
Multiattack. Elias makes two attacks with his stun gun or dagger. In addition he may use one of the items listed under “Gear” (he prefers grenades) and use a Iron Bomb when available.
Chillflame Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 2) cold damage and the target is slowed on a failed DC 16 Constitution saving throw.
+1 Stun Gun. Ranged Weapon Attack: +7 to hit, reach 20 ft., one target.
Hit: 9 (1d8 +1) sonic damage plus the target is knocked prone if they fail a DC 15 Strength check.
Iron Bomb (Natural 15+). Elias throws a bomb, which detonates in 10-foot sphere. Each creature in the area of effect must make a DC 16 Dexterity saving throw taking 14 (4d6 + 2) explosive (fire/force) damage, be pushed back from the center of the blast 5 feet and knocked prone on a failed save. The bomb does half damage and does not knock the target prone on a successful saving throw.
Explosive Charge. When reduced to 0 hit points Elias detonates his remaining bombs in a 10-foot sphere. Each creature in the area of affect must make a DC 16 Dexterity saving throw, taking 55 (10d10) explosive (fire/force) damage on a failed save, or half as much damage on
a successful one. If no enemies are adjacent to Elias, he charges the nearest enemy he can charge before detonating.
Before Combat Elias casts mage armor, shield, and overland flight before entering combat.
During Combat Elias prefers to use a stun gun or ranged spells in combat, allowing any minions at hand to keep foes engaged in melee.
Morale Elias 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.
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
Male Taldan wizard; wears a metal eye patch; focuses on explosives