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Phalanx Mercenary Captain

Phalanx Mercenary Captain CR 10

XP 9,600
LN Medium humanoid (phalanx, aether)
Init +5; Senses darkvision 60 ft.; Perception +19


HP 165; EAC 23; KAC 26
Fort +12; Ref +10; Will +11
Defensive Abilities armored advantage; Immunities aetherite radiation
Weaknesses aetherite dependency


Speed 40 ft.
Melee comet hammer +22 (4d6+22 B) or armored fists +22 (1d3+22 B)
Multiattack 2 comet hammers +16 (4d6+22 B)Ranged LFD sonic rifle +19 (2d10+10 S; critical deafen)
Offensive Abilities hammer fist, enhanced tank, smash through, melee striker, armored fists


Str +8; Dex +1; Con +5; Int +0; Wis +0; Cha +2
Feats Antagonize
Skills Athletics +19, Diplomacy +19, Intimidate +24
Languages Hymnas
Other Abilities rapid response, flashback, constructed
Gear specialist defiance series armor, 1 stickybomb grenade III, 1 frag grenade IV


Environment any
Organization solitary or troop

Phalanx with decorated backgrounds in the Century War often stayed behind to serve the Hierarchy as elite soldiers policing the frontier. However, those phalanx who chose not to return to the Hierarchy often found themselves at the fore of a new kind of armed force. Phalanx veterans gravitated towards leadership positions, due to their lifetime of combat experience. These needless soldiers lead efficient troops of their kin and other resilient fighters into battle for the highest bidder.

Section 15: Copyright Notice
