Thursday, April 16, 2026

1d6 Bounty Hunters

Six villains who hunt wanted PCs or whoever the PCs are hunting. Dead or alive, always. 

1. Lolelia Rakva 

Her skin is a beautiful pastel blue. She wears the bright, flowy dancer robes and smells like a perfumer's vat. Absolutely loves her job. She likes the search, the pursuit, the inevitable showdown. But most of all she likes the attention; it's easy to develop an obsession with the person coming to end their life, or bring you to their employer who will do much worse. Lolelia fights with flowers and bees, her petal-laden throwing stars burst in plumes of pollen which burn the sinuses as strongly as they attract the deadly swarms she keeps in her voluminous sleeves. 

HD: 5
AC: 6 (High dex)
Attacks: 2 x flower shuriken (1d4 + pollen poison) or seed bomb, control swarm
  • Pollen poison: Save vs. poison or suffer -3 to attacks and AC for the next minute.
  • Seed bomb: Dense thorny briars and grasping vines spring from the ground where these are thrown. Movement, attacks, and spell casting in a 20' radius is impossible until a character saves vs. paralysis on their round. Movement through the area is reduced to 10'/round, 20' if the character spends their action hacking through the brush with a bladed weapon. Lolelia carries three bombs.  
  • Control swarm: Lolelia keeps a bee swarm in each sleeve. She can direct both swarms to move up to 30' per round.
    • Bee swarm: 15 hp, occupies a 10' radius space. Everyone inside takes 1d3 damage per round, or just 1 if they spend their round batting insects away. Creatures struck by a flower shuriken take +1 damage. Only harmed by area effects or torches, which deal 1d4 damage.


2. Masked Swordsman Lessic

A flashy swashbuckler in a domino mask and bright silver cape. His cape is a djinn he commanded to turn into a single long thread by means of a Sword of Wishes (he used every wish but the sword is still +1). The cape exudes thick fog when billowed, within which Lessic creates illusory duplicates of himself. He'll confront the party in an open place and declare his challenge, then with a jaunty toss of his cape, will surround the party in fog and appear to attack from all sides. Sincerely does not want to die; will yield as soon as he takes a hit, only to return 1d4 days later to issue another challenge.  

HD: 6
AC: 5
Attacks: Sword of Wishes (1d8+1) 
  • Silver Cape: At the start of combat, Lessic flips his cape and produces dense, clinging fog in a 30' radius limiting visibility to 3'.
  • Illusory duplicates: Within the fog, a number of illusory Lessics equal to the size of the party + 1d6 attack from all sides. Each duplicate has an AC of 9 and dissolves into fog on hit. Damage dealt from the illusion is nonlethal but feels real; anyone brought to 0 hp from an illusion passes out for 1d4 turns. 
Lessic cannot be targeted unless his illusions are dissipated, the fog is dispersed, or a character can see through illusions.

If Lessic dies, the djinn-cape returns to its original form while shouting "I'm free!" and then disappears in a rush of wind.

3. Maledact the Crazed

A warlock with an obscure curse who turned to bounty hunting to pay for tinctures and unguents to assuage his affliction. His uniform is never without thick gloves, a long scarf, and protective goggles, completed by his shockingly white hair which sticks out in all directions. He rides a captive storm cloud like a bronco that he wrangles with iridium reigns. It's barely under control and charges in a new direction every round, while all Maledact can do to grit his teeth and hang on for dear life.

HD: 7
AC: 9
Spells:
1. Shield, Charm Person, Light
2. Invisibility, Web
3. Fly, Protection from Missiles
4. Wall of Ice

Every 1d6 rounds the storm cloud ceases charging and begins to buck and rumble. The next round Maledact pulls up on the reigns so the cloud rears high and releases 6d6 lightning bolt directly in front of it. If Maledact is prevented from pulling up on the reigns, the lightning discharges downward and he is hit with the 3d6 return stroke.  

Storm cloud: Stats as Rhinoceros, unharmed by mundane weapons, fly 240'(80'), charges in a random direction each round. 


4. Tiberia Brightfang

A big game hunter from lands afar. Tall, brawny, wears a cloak of woven straw and a vest made from the hide of a dire wolverine. Around her neck is a string of bronzed hunting trophies (claws, fangs, talons) from which she gets her name. She rides an allosaurus and fights with a hunting spear the size of a pike. Her magic hunting horn summons semblances of beasts she's slain to fight for her. 

HD 8
AC: 7
Attacks: Hunting pike (1d10) and throwing stick (1d4, on a miss curves around and attacks again the next round) 
  • Hunting horn: In place of attacks, 3/day Tiberia can blow her horn and cause 1d6 creatures of the rolled type appear. If only 1, the beast is dire. They disperse after a turn or if Tiberia is killed.

    Roll 1d12: 1. Wolf 2. Grizzly bear 3. Elephant 4. Lion 5. Shark 6. Eagle 7. Anaconda 8. Crocodile 9. Boar 10. Cave Ape 11. Sabre tooth 12. Crazed beastman


5. Fel Arararara

A sanguine elf exile from the Vermilion Islands. Jet black eyes, ashen skin, body covered in raised scars like blooming roses. Her crossbow is a black-carapaced scorpion, bio-engineered in the shape of a weapon, from whose tail she milks the venom which coats her bolts. She is indentured to the demon Kalithraxas; he lives in her eyes and has an insatiable hunger for light. Kalithraxas robs Fel of her corporeality in darkness, a bane she learned to harness in the service of her work. She has less utter contempt for mankind than the typical sanguine elf, but relishes in their slaughter all the same.

HD: 8 
AC: 3
Spells: 
1. Light, Darkness, Spider Climb
2. Ray of Enfeeblement, Hideous Laughter, ESP
3. Hold Person, Dispel Magic
4. Dimension Door, Confusion
Attacks: Scorpion crossbow (1d6 + poison) or 2-handed hook sword (1d10+1, ignores shields)

  • Scorpion poison: save or your muscles spasm and contort into a pretzel. You can take 1d6 damage to move up to 10' and attack at -4, otherwise you writhe helplessly on the ground. Lasts 2d4 turns. 
  • Darkness incorporeality: Fel and her gear become completely intangible in darkness. She can see the material world clearly but cannot effect it in any way. She can phase through walls, but does so rarely in case a light source on the other side makes her corporeal within a solid object. Kalithraxas demands Fel feed him light; if she is in darkness for more than 60 minutes he will appear as an ethereal hound-like monstrosity and devour her soul. 
Fel carries four lozenges of Vellocet, a sanguine elf stimulant that functions as a Potion of Speed (lasts 1d6+6 turns). Non-sanguine elves who take one have their speed tripled instead of doubled but must save vs. death every 20 minutes or suffer a heart attack.


6. "Bad" Randall Brant

They say he's a monster in the guise of a man. They say he killed his mother during childbirth, then killed the doctor and midwife too. He's the man you call when you have no other choice—but you'll never call, because he'll find you first. When you see him ride through town on his black horse, twin hand cannons crossed behind his back, you know trouble is soon to follow. He stops at nothing to catch his query and he has never failed. 

HD: 10
AC: 3
Attacks: throwing knife (1d4) or bola (1d3 subdual + entangle), spiked chain +2 (1d6+2; entangles on a roll of 1-2) or hand cannon (2d8, ignores armor; each usable once per battle)
  • Entangle: Save vs. paralysis or unable to move, attack, or cast spells until a save is succeeded on a subsequent round. Creatures with 6+ HD automatically free themselves the next round but lose initiative. A natural 20 attack roll means the weapon wraps around the foe's neck; if the save is failed the victim is helpless will die of strangulation in 1d6+2 rounds unless rescued. 
Randall will break any law and kill any NPC he needs to to get at the party and never suffers repercussions. Only thieves and magically concealed characters can get the drop on him, otherwise he's only surprised on a 1:12. He'll pursue the party even if the bounty is cancelled or his employer backs out of the contract. Run him like a hyper-competent slasher movie villain. Though he is still just a man. 
  
Randall's horse: Answers to "Cobb," stats as riding horse with 4+1 HD and 12 morale. His teeth have been replaced with iron fangs; bite deals 1d6. 




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