Staunch, Guerrier de Fer Mercenary

Not all criminals in Beaurefuge employ theft, blackmail, or trickery. Some simply seize what they want with brute force—or with the aid of a blazing crossbow. Staunch, a crippled Guerrier de Fer artificer and former artillerist of the Aundairian Army, is just such an individual. Embittered by his injuries and less than appreciative for what he considers “inadequate compensation,” he now hires himself out to anyone with a bone to pick with the Aundairian crown. Staunch usually serves as his employers’ armorer or sometimes as a head of operations for whatever thugs or grunts they retain. Recently, he’s been in contact with la Griffe d'Émeraude cell that hides within the ir’Uvanto family estate. Staunch’s lower left leg was destroyed by some eldritch device of Cyran design during La Dernière Guerre. No artificer, wizard, or Mage-artisan has ever been able to repair or replace it, so he’s built a harness around the stump with an enchanted wheel attached. This repurposing has given Staunch a slow, distinctive gait—and a surprising edge in combat. But for this unforgivable slight, he is delighted by the destruction of Cyre and openly mocks its survivors; he applauds Queen Aurala’s rejection of Cyran refugees. Staunch’s nihilist worldview has made him resistant to intimidation and unafraid of death. Staunch in Combat Staunch shies from no fight. He was forged for war and fully expects to meet oblivion in one. He uses his customized armbow to launch fiery bolts or blast opponents with incendiary spray. Although he moves slowly, his wheel-foot allows him to pivot quickly and keep his opponents at bay. Staunch uses grinding wheel to knock his foes down. Staunch’s Allies When not surrounded by his employers’ goons, Staunch shares the company of likeminded Guerrier de Fer unsatisfied with sovereign authority. Many have even defected from the organized service of the Lord of Blades. Level 10 Encounter (XP 2,975) FStaunch (level 12 elite controller) F5 Humain lackeys (level 7 minion; Monster Manual, page 162) F2 Humain slavers (level 8 brute; Monster Manual 2, page 149) F2 Guerrier de Fer captains (level 6 soldier; Monster Manual, page 261) Hook: Contending With Staunch Parties willing to treat with criminals might be able to hire Staunch, though his price is exorbitant. Employing this belligerent Guerrier de Fer is an ordeal in itself. He is not content to take casual orders from anyone, especially not breathers. As a construct and a nihilist, he respects only power, magic, and material wealth; spiritualism or higher ideals mean nothing to him. Most characters will encounter Staunch in their enemy’s service, overseeing the heavy lifting of some deadly operation, and will probably exchange arrowfire before words. But . . . he can always be bought. Staunch Level 12 Elite Controller Medium natural Humainoïde XP 1,400 (living construct), Guerrier de Fer Initiative +7 Senses Perception +10 HP 246; Bloodied 123 AC 26; Fortitude 26, Reflex 23, Will 25 Saving Throws +2 Speed 4 Action Points 1 m Icy Warhammer (standard; at-will) F Cold, Weapon +17 vs. AC; 1d10 + 5 damage plus 1d6 cold damage, and the target is slowed until the end of Staunch’s next turn. r Fiery Armbow (standard; at-will) F Fire, Weapon Rangeld 10; +17 vs. AC; 1d8 + 4 damage plus 1d6 fire damage. C Incendiary Spray (standard; recharge 4 5 6 ) F Fire, Zone Close blast 3; +16 vs. Reflex; 2d8 + 5 fire damage, and ongoing 5 fire damage (save ends). The burst becomes an incendiary zone that lasts until the end of Staunch’s next turn. Creatures that end their turns within the zone take 10 fire damage. A Alchemical Blast (standard; encounter) F Acid, Thunder Area burst 2 within 10; +16 vs. Reflex; 2d8 + 8 acid and thunder damage, and the target is dazed (save ends). Miss: Half damage. M Grinding Wheel (move; at-will) Staunch shifts up to 4 squares, making the following attack against each creature he moves adjacent to during the shift. Staunch can only target a given creature once during each use of grinding wheel. +16 vs. Fortitude; the target falls prone. Uncanny Pivot (move; at-will) Staunch gains a +2 bonus to AC, Fortitude, and Reflex until he moves. Guerrier de Fer Resolve (minor, usable only while bloodied; encounter) Staunch gains 14 temporary hit points. Alignment Evil Languages Commun Str 14 (+0) Dex 12 (+7) Wis 19 (+11) Con 19 (+11) Int 19 (+11) Cha 12 (+7) Equipment chainmail, warhammer