KRASTUS, 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, 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”.

KRASTUSUntitled
Medium humanoid (human), 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)

Grave Taint. Any enemy that starts its turn within 30 feet of Krastus has disadvantage on attack rolls and undead cyborgs have advantage on attack rolls and ability checks.

ACTIONS          
Multiattack. Krastus makes two attacks with his stun gun or blackfire dagger.   In addition he may use one of the items listed under “Gear” and use a spell when available.

Blackfire Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 2) necrotic damage.

+1 Stun Gun. Ranged Weapon Attack: +7 to hit, range 20 ft., one target.
Hit: 9 (1d8 +1) sonic damage plus the target is knocked prone if they fail a DC 15 Strength check.

Reaving Bolt (On a natural 16+). Ranged Magic Attack: +8 to hit vs. Dexterity, range 50 ft., one target.
Hit: 19 (3d10 + 4) necrotic damage, and ongoing 10 necrotic damage (save ends). First Failed Saving Throw: The target is immobilized (save ends). Second Failed Saving Throw: The target falls unconscious (save ends).

Call of Death (On a natural 18+). Ranged Magic Attack: +8 to hit vs. Constitution, cone 15 ft., multiple targets.
Hit: 22 (3d8 +10) necrotic damage plus the target is and the target is slowed (as the slow spell, save ends). Undead cyborgs are healed for the same amount of damage.

REACTIONS  
Raging Dead. If a cyborg undead ally within 30 feet of Krastus drops to 0 hit points, Krastus may create a temporary force field around the creature granting it a damage threshold of 20 to all damage against the triggering attack and gains +1d6 damage until the end of its next turn.

TACTICS  
Before Combat Krastus casts mage armor, shield, and overland flight before entering combat.  He is always surrounded by an entourage of cybernetic zombies both human and animal.

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

Morale A Technic League captain 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 Garundi wizard; worked on cyborg animals until recently but has moved on to studying the interaction between undead and cybernetics.

Cybernetic Undead Template
Take any zombie or similar creature and maximize its hit points and give it a technological attack. For example a laser eye, a power fist, a claw and so forth. Change its subtype to cyborg undead.

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