Tribal Troubles: Banthadar


Before you stands an unusually tall man with long wiry silver hair and darkly tanned skin. His face is wrinkled with age, and his eyes stare with an intense focus. Despite his advanced years, he looms larger than most other humans, his broad shoulders covered in dark green tattoos that continue down and across his armored chest. He wears a crude leather pack adorned with several small beaded sacks and pouches.
Banthadar - super genius games

Banthadar, Lord of Locusts (K’naghi Tribe Elder Shaman)     CR 6
XP 3,500
Male human druid 6
NG Medium humanoid (human)
Init: +1; Senses Perception +11

DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 28 (6d8)
Fort +5, Ref +4, Will +9
Defensive Abilities resist nature’s lure

OFFENSE
Speed 30 ft.
Melee locust wing fan* +3 (1d6-1/17-20)
Ranged sling +5 (1d4-1)
Special Attacks wild shape 2/day
Spells Prepared (CL 6th; concentration +10)
3rd—cup of dust (DC 17), invisibility, poison (DC 17)
2nd—barkskin [visual effect: harden verdant exoskeleton forms over skin], chill touch (DC 16), gust of wind (DC 16) [visual effect: insect wings appear on casters back and buzz, creating a gust of wind], summon swarm (only Locusts Swarm)
1st—cure light wounds, entangle, goodberry, guidance, call animal (giant locust)
0th—create water, detect magic, know direction, stabilize

TACTICS
Before Combat Banthadar summons locusts just before combat in an attempt to overwhelm his opponents before they can physically engage him.
During Combat Banthadar keeps a distance from melee combat until he believes his enemies have been sufficiently weakened by ranged attacks; then he closes in to melee with his locust wing fan. If he is engaged in a duel instead of fighting for his life, Banthadar does not intentionally kill his opponent, instead ending combat either when they yield or fall unconscious.
Morale Banthadar yields in combat if he drops below 10 hp. If his opponent does not accept his surrender and continues to engage him, he wild shapes into a giant locust and attempts to fly away.

STATISTICS
Str 8, Dex 13, Con 10, Int 14, Wis 18, Cha 13
Base Attack  +4; CMB +3; CMD 14
Feats Augment Summoning, Exotic Weapon Proficiency (locust wing fan*), Expert Locust Riding*, Natural Spell
Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle Animal +10, Heal +10, Knowledge (Arcana) +5, Knowledge (Geography) +7, Knowledge (History) +4,  Knowledge (Nature) +11, Knowledge (Religion) +2, Perception +11, Sense Motive +6, Stealth +1, Survival +15, Climb +5
Languages Common (broken), Druidic, Giant, K’naghi (tribal language)
SQ nature bond (giant locust companion), nature sense, trackless step, wild empathy +7, woodland stride
Combat Gear wand of cure light wounds (4 charges), potion of fly; Other Gear+1 hide armor, locust wing fan*, sling with 10 bullets, pearl of power (1st level), leather sack, everburning torch

[stextbox id=”info-aaw” caption=”New Feat”]
Expert Locust Riding (Combat)
The warriors of the K’naghi tribe are trained from a young age to fly on the backs of the giant locusts domesticated by their tribe.
Prerequisites Dex 13+, Knowledge (nature) 4 ranks
Benefit You gain a +10 insight bonus to both Fly and Ride skills as long as you are mounted on the back of a K’naghi locust.
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[stextbox id=”info-aaw” caption=”New Equipment”]
* Locust Wing Fan [Exotic Weapon] This melee weapon is crafted out of the razor-sharp edge of a giant locust wing and functions as a Keen Scimitar (1d6 / 17-20).
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[stextbox id=”combat” caption=”Encounter”]
The party encounters a large group of K’naghi tribesmen.

The people of the K’naghi tribe are very uneasy with the presence of outsiders when first encountered. Their culture respects strength and honor above all else. To defuse the tension of the situation (and as a test of trustworthiness), the tribal leader, Banthadar, demands the PCs choose a champion to face him in a test of prowess and skill.

Regardless if the chosen champion wins or loses the duel, it proves that the adventurers have strength of heart, and afterwards the champion and his or her companions are invited back to the K’naghi hanging village for a feast of friendship [which segues into the next encounter in this coming Sidequest Saturday].

If the party refuses to chose a champion (or if the elder shaman is killed in the duel), the PCs are shunned and commanded to leave. If they do not, all of the warriors in the tribe (NG human warriors 4) engage the party and fight to the death (or until the adventurers have fled from the K’naghi savanna).
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