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.
Lvl 3 large construct
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
The Bruiser has resistance to damage from bladed weapons.
- Jagged Blade.Reach 2, 2d6.
Deals +5 damage to Lightly Armored targets
Lvl 3 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
The Captain can Move 2 after being attacked (ignores Difficult Terrain)
- •Form Up!
All allies that can hear the Captain Move 3
- •Pincer Strike.2d6+3.
Deals +3 damage per ally adjacent to the target
Lvl 1 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
Allies can Interpose for the Drummer for free.
Enemies who hear the Drummer Defend for half their armor.
Lvl 1 human
Jackalbone MaraudersThis 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.
Lvl 1 human
Jackalbone MaraudersThis 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
Lvl 1/4 human Minion
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
- Wild Swing.
1d6 (follows minion rules)