That ' s totally inappropriate wrong , a group of Indians is called tech support . <| sep |> If he wants to head West , why not go as far as you can . I ' d take him over Reddy in a heart beat <| sep |> I was trying to have a fightclub For the record , hosts don ' t normally join in fightclubs , because if they die , everyone has to go home . So when someone gets summoned and the host is fighting , they assume it ' s not a fightclub . <| sep |> Hahahaha I should have made it a drinking game , but I had a glass of wine while I played no doubt . <| sep |> The 42 has great rugby articles , but the comments section is atrocious . Avoid . <| sep |> Mitenks tm vaikuttaa amiksiin ? <| sep |> This might sound weird , but I want to recommend third party namely , Path of War as a good GM tool for these kinds of encounter design . Path of War is a modular system that allows you to add special melee attacks maneuvers to enemies . Normally , this is done through PoW classes and archetypes , but you can easily enough give monsters Martial Training feats to give them awesome combat feats or just add some maneuvers and stances without using the feats . Or even just use a Path of War class in general . For example , in your case of a guy that is really fast , make him a Harbringer . At level 7 , he gets a 10 ft . bonus to his movement speed and can move as a swift action once per encounter , which gives him a lot of mobility . Have him take Winds of Warofwarpowefeats , which lets his speed increase more as he spends swift actions to claim more enemies in battle fluff this as him getting faster as the battle goes on . Then , grab the Thrashing Dragon and Scarlet Throne disciplines . As a DM , you want to use Path of War to build specialized enemies rather than having versatility like a player might focus on , so go all out on the speed theme . He should have Unfettered Movement as his stance giving him another 10 ft . to his movement and gives him the Mobility feat . Grab the AcrobaticsasAC and AcrobaticsasReflex counters from Thrashing Dragon to simulate him using his sheer speed and agility to maneuver a single attack or fireball a day . Give him Dazing Attack , representing him hitting an opponent with such speed that they are winded and unable to take their next action . Red Zephyr Strike allows him to do a quick 10 ft . jump back after an attack if needed for better repositioning . Leaping Dragon lets him do another swift action acrobatics movement in combat , in case if one was not enough . For this character , try to avoid giving him very much damage . Instead , focus on the debilitating maneuvers so that he could inflict all sorts of penalties on the people he hits especially things like daze and prone to represent him using speed to knock the winds out of his enemies . You don ' t have to let your players use it , but Path of War is something that I find to be extremely excellent as a DM tool for building specialized , themed enemies without having to dig through multiple books . Just give him some maneuvers and stances that are thematically appropriate to the concept and unleash your monster on the players . You can do other concepts as well by just picking thematically appropriate maneuvers and stances like a shieldusing guard that protects his men while harrying the party with AoO and statuses , or even something silly like combustion man meets spider man .