Scarred Hand NPCs
Encounter 6.1 — Scarred Hand Ambush
Stat Blocks • The Twice-Damned Crown
⚔️ Scarred Hand Fighter — Frontline Soldier
Level: 5 • XP: 40 • Source: Custom (Scarred Hand Mercenary)
Melee [one-action] longsword +14 (versatile P), Damage 2d8+6 slashing
Melee [one-action] shield bash +12 (agile), Damage 1d6+4 bludgeoning
⚔️ Special Abilities
- Shield Wall: When adjacent to another Scarred Hand Fighter, gains +2 circumstance bonus to AC.
- Power Attack: [two-actions] Single longsword Strike. Damage: 3d8+6 slashing.
- Shield Block: [reaction] Reduce damage by 8 (shield's Hardness).
- Brave: +2 circumstance bonus to Will saves against fear effects.
Tactics: Work in pairs using Shield Wall. Use Power Attack against heavily armored targets. Disciplined and will not break formation easily.
🏹 Scarred Hand Crossbowman — Ranged Support
Level: 5 • XP: 40 • Source: Custom (Scarred Hand Mercenary)
Ranged [one-action] heavy crossbow +13 (range 120 ft., reload 1), Damage 2d8+4 piercing
Melee [one-action] dagger +10 (agile, finesse), Damage 1d4+2 piercing
🏹 Special Abilities
- Deadeye: Ignores cover on first ranged attack each encounter.
- Reload: Heavy crossbow requires one action to reload.
- Precise Shot: No penalty for shooting into melee.
- Rapid Reload: [one-action] Reload and fire as a single action (once per encounter).
Tactics: Positions in elevated or covered positions. Targets spellcasters and ranged attackers first. Uses Deadeye for accurate first shot.
🔮 Scarred Hand Spellcaster — Arcane Support
Level: 5 • XP: 40 • Source: Custom (Scarred Hand Mercenary)
Spell Attack +11, Spell DC 21
📜 Spells Prepared
🔮 Special Abilities
- Spell Focus: +2 circumstance bonus to spell attack rolls and spell DCs when concentrating on a single target.
- Reactive Shield: [reaction] Casts Shield when targeted by a physical attack, gaining +2 circumstance bonus to AC.
- Arcane Recovery: Once per day, recover one expended spell slot of 2nd level or lower.
Tactics: Hangs back behind cover. Uses Fear to disrupt the front line and Magic Missile to finish wounded targets. Saves Fireball for clustered enemies. Uses Invisibility to escape if threatened.
⚔️ Scarred Hand Sergeant — Ambush Leader
Level: 6 • XP: 80 • Source: Custom (Scarred Hand Mercenary Commander)
Melee [one-action] bastard sword +16 (versatile P), Damage 2d10+7 slashing
Melee [one-action] shield bash +14 (agile), Damage 1d6+5 bludgeoning
⚔️ Special Abilities
- Lead by Example: Allies within 30 feet gain +1 circumstance bonus to attack rolls and saves against fear.
- Shield Wall (Improved): When adjacent to at least one ally, gains +3 circumstance bonus to AC.
- Power Attack: [two-actions] Single bastard sword Strike. Damage: 4d10+7 slashing.
- Rally: [one-action] Grant a shaken ally +2 circumstance bonus to their next attack or save.
- Shield Block (Improved): Reduce damage from a physical attack by 12 (shield's Hardness).
🎯 Command Aura
- Orderly Advance: Directs fighters to move as a unit, granting an additional 5 ft. of movement on their first turn.
- Covering Fire: Signals the crossbowman to provide covering fire, imposing a -2 penalty to attacks against the sergeant.
Tactics: Leads from the front. Uses improved Shield Wall to protect allies. Uses Power Attack against the party's toughest fighter. Directs allies to maintain formation. Orders retreat if the encounter is going poorly.
Optional Boss: Use the sergeant as a leader encounter for larger parties (5+ players) or for a more challenging fight. Add to the encounter for severe difficulty.
⚖️ Encounter Summary
Standard Composition:
- 2× Scarred Hand Fighters (level 5)
- 1× Scarred Hand Crossbowman (level 5)
- 1× Scarred Hand Spellcaster (level 5)
Total XP: 120 (Moderate)
Easy Variant:
- 1× Scarred Hand Fighter (level 5)
- 1× Scarred Hand Crossbowman (level 5)
- 1× Scarred Hand Spellcaster (level 5)
Total XP: 80 (Low)
Hard Variant (with Sergeant):
- 1× Scarred Hand Sergeant (level 6)
- 2× Scarred Hand Fighters (level 5)
- 1× Scarred Hand Crossbowman (level 5)
- 1× Scarred Hand Spellcaster (level 5)
Total XP: 200 (Severe)