The Aethervale

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npc

Captain Thorne

Captain Thorne
Stat Block
CR 3
Reveal Stat Block
Armor Class
16
Hit Points
52
Speed
30 ft.
str
14
dex
12
con
14
int
14
wis
10
cha
18
str
14
+2
dex
12
+1
con
14
+2
int
14
+2
wis
10
+0
cha
18
+4

Senses passive Perception 10

Languages Common

Traits

Cowardly Leadership.Thorne has advantage on saving throws against being frightened if he can see an ally within 30 feet.

Actions

Mag-Baton.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) lightning damage. The target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
Holdout Pistol.Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Appearance

Captain Thorne is a burly human man in a battered Steamfort Enforcer uniform, his chest covered in unearned medals and his belt laden with various "confiscated" items. He carries a heavy, glowing mag-baton and has a hidden holdout pistol tucked into his boot.

Personality

Greedy, cowardly, and deeply corrupt, Thorne is a man of low character who uses his position of authority to squeeze protection money from the miners. He is a bully to the weak but sycophantic to anyone with more power or money than him.

Secret Motives

Thorne is embezzling Syndicate funds and selling union secrets to the highest bidder. He intends to use the money to buy a luxury estate in the Gilded Quarter of Kigum and disappear before the "Architect's" plan causes the Sub-Sectors to collapse. He has no loyalty to Steamfort or the Syndicate.

Combat Tactics

Thorne prefers to stay behind a line of Enforcer shields and let his subordinates do the fighting. He uses his mag-baton to deliver stunning blows to anyone who gets too close and will call for reinforcements at the first sign of trouble. If the tide turns against him, he is not above begging for mercy or offering a bribe to escape.