Jackalbone Marauders

Brought together by family ties and a willingness to bend traditional morals, the Jackalbone are raiders of caravans and smugglers of illicit cargo. Though they're willing to kill if they have to, they don't enter fights with that as a goal (unless they've been slighted), and announce their raids with a distinctive drumbeat to warn targets. They allow their quarry to either surrender with no injury, or defend themselves with honor.

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

Armored Carapace.

The Bruiser has resistance to damage from bladed weapons.

  • Jagged Blade.Reach 2, 2d6.

    Deals +5 damage to Lightly Armored targets

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

Deft Footwork.

The Captain can Move 2 after being attacked (ignores Difficult Terrain)

Choose one.
  • Form Up!

    All allies that can hear the Captain Move 3

  • Pincer Strike.2d6+3.

    Deals +3 damage per ally adjacent to the target

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

Protective Crew.

Allies can Interpose for the Drummer for free.

Thunderous Drums.

Enemies who hear the Drummer Defend for half their armor.

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

  • Barbed Javelin.1d6+2 (or Throw, Range 6).

    On damage, DC 12 STR or Slowed.

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

  • Pollen-Bomb Slinger.Range 12.

    Creates a 2x2 cloud in Range. DC 12 STR save or Poisoned for 1 Round

Sporescarf.

This brightly colored, tar-sealed scarf protects the wearer from inhaled poisons

  • Wild Swing.

    1d6 (follows minion rules)