Medium Humanoid (Drow), Neutral Evil
Armor Class 16 Studded Leather
Hit Points 65 (10d8 + 20)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5, Stealth +7
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Evasion: When the smuggler is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble Escape: The smuggler can take the Disengage or Hide action as a bonus action on each of its turns.

Keen Senses: The smuggler has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Actions

Multiattack: The smuggler makes two shortsword attacks.

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 4) piercing damage.

Reactions

Uncanny Dodge: When an attacker that the smuggler can see hits it with an attack, the smuggler can use its reaction to halve the attack's damage against it.

Description

Bregan D'aerthe smugglers are skilled operatives trained in stealth, subterfuge, and combat. They are typically equipped with studded leather armor and wield shortswords and hand crossbows with deadly precision. Agile and quick-witted, they excel at ambushing foes and navigating treacherous terrain. With their keen senses and darkvision, they are adept at spotting intruders and defending their territory against rival factions. Whether operating alone or in small groups, Bregan D'aerthe smugglers pose a formidable threat to anyone who dares to cross them.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

MaglorDaegmund

Comments

Posts Quoted:
Reply
Clear All Quotes