Raid Boss Designs: Haraan
General information, appearance, personality, etc.. Haraan is the lead enforcer for Krake Camp, and his combat style reflects that - he fights to intimidate and create a big show, but he abhors actual killing as that's bad for business, and in the criminal underworld, bad business is lethal in its own way. Visually, he's a short little sucker, no more than 4 ft tall, inspired by old mobsters he traditionally wears a clean sleeveless vest, black pants and fancy shoes with a bowler hat. He's incredibly muscular for his stature, toned for his countless battles. His endless dedication to the Krake is further purported by how fiercely he fights in their name. Abilities: Short Fuse: Quick to fight, quick to blow. Haraan always moves on the front lines and is an incredibly aggressive melee fighter. When in a group he will actively move to his Allie's aid, when by himself, he fights more passively. Did someone say Bomb?: Haraan is an enforcer and frequently resorts to flashy displays of power to intimidate his opponents to force them into submission. In combat, he will periodically throw a cluster of explosives(around 2d6) that explode violently, doing high damage at random locations in the arena within 3x3 squares. He is immune to damage from Did someone say Bomb? Enforcer's Strike: Haraan is incredibly powerful, his initial melee against any target strikes their very soul, but consecutive attacks have diminishing results. His first melee strike will always do 50% of the target's maximum HP and will leave the target bloodied. Consecutive strikes will halve the damage, so then 25%, 12%, 6%, 3%, 1% of the target's maximum HP with each melee attack. Enforcer's Strike cannot be reduced to below 1% of the target's maximum HP. Note: enforcer's strike sets its damage when he attacks, before it hits. If someone with overall less HP will take the hit instead, they take the damage intended for the original target, regardless of that character's HP. Wanna Blow Something Up?: At each interval of 10% of Haraan's maximum HP, he will trigger a large explosion at his location which will dispel any nearby magical effects or traps and for the next 1d4 rounds he will have an anti-magic field around him. The explosion will inflict massive damage to any nearby characters (it will deal 100% of their current HP) and does x4 damage to structures. Got no time for this: each round that Wanna Blow Something Up does not trigger, Haraan will conjure a projectile weapon with a 30% miss chance and fire it randomly 1d20 times. Each hit does 5% of his target's maximum HP and sets off an explosion at their location which deals an additional 1d6% damage on hit. Mutually Assured Destruction: At about 1% HP Haraan will realize he can lose and will begin casting Wanna Blow Something Up? That will wipe the party including himself that deals 2000% of his own Maximum HP to all characters in an attempt to protect his allies










