Cunning Action. On each of his turns, Finn can use a bonus action to take the Dash, Disengage, or Hide action.
Schemer. Finn has advantage on initiative rolls when he is intimately familiar with the area of an encounter.
Thuggish Caster. Finn can use a bonus action to cast a cantrip attack against a creature that is prone.
Spellcasting. Finn is a 2nd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, [roll]1d20+5[/roll] to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): frostbite, poison spray, prestidigitation
1st level (4 slots): grease, mage armor*, chromatic orb
*Finn has already cast mage armor on himself prior to meeting the adventurers.
Wood Axe. Melee weapon attack: [roll]1d20+3[/roll] to hit, reach 5 ft., one target. Hit: 2 [roll]1d6-1[/roll] piercing damage.
Description
Finn is the brain of the triplets’ operation. He escaped with Judd from nearby Alderheim nearly a decade ago. He was to be raised as a mage, but he simply could not abide by the strict rules of the Wardens of the White Eye. In the forest, Finn fell under the influence of a nearby coven of hags that warped his and his siblings’ minds. He is cunning, but ultimately only cares about two objectives: the preparation and dining on of human flesh, and appeasing the wishes of the swamp hags and their God in the Water. In a physical encounter, Finn is all too happy to let his bigger, stronger siblings take risks while he waits for opportune moments to deliver coup de grace with the handful of spells he knows by heart.
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