[Dark Sun] Templars and Lackeys

The forces of the Sorcerer-Kings to maintain order.

Lvl 5 human soldier - Striker
M30
Unit Targeting.

ADV on attacks when your target is adjacent to an ally.

Desperate Aggression.

Increase the die by one step after 2 allies are down.

  • Darkness Blast.

    (Reach 6) 3d8+10 force, then DC 13 STR or Dazed.

Lvl 5 human soldier - Defender
H47
Unit Tactics.

ADV on attacks when adjacent to an ally.

Desperate Aggression.

Increase the die by one step after 2 allies are down.

Choose one.
  • Strike.

    2d8+2 slashing or piercing.

  • Rally (1 use).

    (Reach 4) A Bloodied ally either gains 5 tempHP or sheds a Condition.

Lvl 6 large psionic tracker - Skirmisher
M6850
Superior Danger Sense.

At initiative, the cilops (and its trainer if within Reach 4) can move 4sq for free. Ignore the first attack that first turn.

Choose one.
  • Bite.

    1d8+10 piercing, on crit: Grappled and Poisoned.

  • Antennae.

    Blast 2, creatures must roll DC 13 STR or be Dazed. DIS if the creature is Grappled by the cilops.

Captured from the salt flats and dirtlands as a larva, this giant centipede can attune to psychic residue and track the criminals; Templars have learned ways to tame them with psionic domination so they can be amazing pursuit animals.

Lvl 8 sorcerer apprentice - Controller
90
Sorcerous Veto.

(1 use) Lose 45HP: change the PD of a spell at Range 6 to whatever you like.

Mind Pressure.

When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.

Choose one.
  • Sorcerous Chaos Blast .

    (Range 8) 2d8+5 acid, cold, fire or necrotic (their choice), then chain to another target within Range. On crit: chain to a third target.

  • King's Grip.

    (Reach 2) 4d8 psychic, on hit: target is Slowed and DC 14 WIL save or gains 4 Doubt.

90
Mind Pressure.

When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.

Sneering Dismissal (2/ENC).

When hit by an attack, Teleport 2: if out of Range, the attack misses instead.

Choose one.
  • Do Better.

    (Reach 6) A Templar ally gains 20 tempHP and ADV on their rolls until the end of their next turn.

  • Psychic Crush.

    (Reach 6) 4d8+10 psychic, can't Interpose. If the target is or becomes Dying: Incapacitated for 1 turn.