Svalish Black Cloaks
These motley bands of vagabonds and brigands rest wayside of the road that runs through Barovia like life-giving veins.
They're cutthroats and cutpurses that band together for a higher chance of survival and escaping the iron grasp of the militias and city guards.
Gain advantage on attacks when in cover of the shrubbery alongside the Svalish Road.
- Bite.1d4+1.
A creature that is bitten by the Dog is automatically grappled until either the Dog is dead or the Grapple is broken with a DC 9 Might Check.
While a creature is grappled in this way, the dog cannot attack.
Loyal dogs trained by the bandits of the Svalish Black Cloaks. They're taught to hold onto potential victims of their pickpocketing ways without causing too much harm.
They seem well fed and as if a Houndsmaster is taking great pride in his trade and his dogs.
- Stabber made of Steel.1d8+2.
A blur of movement predates the skilled strike of the Bandit.
"Coin or Trouble" would be the credo of this person. Pay the toll and move on or pay a higher price and potentially don't go anywhere after the encounter is over.
Cowards at heart, if they notice that whomever they wanted to rob is stronger than them, they'll likely back off before a serious skirmish can even come to fruition.
Recharges "Take Aim".
- •Take aim. (1 Charge).
Get advantage on the next attack against the targeted creature. Needs to be recharged before it can be used again.
- •and Fire.2d8+4.
The Crossbowman fires his bolt with apt precision.
Hiding behind bushes and waiting to take the perfect shot. The Crossbowmen of the Svalish Black Cloaks once were mercenaries or soldiers that have learned how to handle their weapon of choice.
A creature hit by the Grappler becomes grappled by him. Grappled Heroes are dragged by the Grappler.
A creature can free itself by spending an Action to wrestle free and beat a DC11 STR Save.
- Ferocious Strike (2x).1d8+3.
Gains an additional advantage against Heroes grappled by them.
Big blokes with big blows. These muscular bandits grapple the most dangerous enemy and drag them into the shrubbery, where their friends can stab away at the grappled target.
At the start of the Houndmasters turn, each dog adjacent to them is healed by 2 HP.
- •Sharp Whistle.
All dogs release their targets and attack again.
- •"Heel!".
All dogs retreat up to their speed towards the Houndmaster.
- •"Come here boys!" (1 / day).
The Houndmaster summons 1d6 .
The Houndmaster is the one person that is working the hardest to keep the dogs of the bandit group in line. They're the ones that feed the dogs and teach them to listen to the commands the various bandits need them to listen to.
They usually say that they don't have favorites, but each Houndmaster has one that is near and dear to their heart. Wrath upon whomever harms that one dog.
Always crits Grappled creatures.
- •"Scatter!" 1 / Encounter.
Every ally can move up to their speed without provoking opportunity attack.
- •"That's an Order!".
The Svalish Road Bandit Captain can either make one ally move without provoking opportunity attacks or attack with advantage.
- •Bastard Strike.1d8+6.
A heavy swing from this blade is sure to put some pep in your step - if you're still able to walk after being struck.
Organizing attacks and robberies, these proud Captains of the Svalish Black Cloaks are masters in the art of emptying pockets and filling hearts with fright.
They're the leaders of their criminal bands and should be respected as foes in battle.
- •Arc of Lightning (Twice per Encounter).1d6+4.
Two Targets. Reach 6. You create two points to form a line of intense energy. The line can have a length up to 5 spaces. An arc of bright lightning connects the points and harms every creature in it's line.
- •Flash (Once per Encounter).
Cone 4. Every creature within this area must make a DC 11 DEX save or become blinded until the end of the Arcanists next turn.
- •Firelance.2d8+6.
Throw a lance of pure fire up to reach 8. Can be thrown to light objects on fire. Remember, only you can prevent forest fires.