Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (chain)
Hit Points 44 (5d8 + 5)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Reactions

Protection. The cinder defends a nearby ally within 5ft, granting them a +3 to AC against a single attack.

Description

 The organized crime of Mariel is run through the Blackstone Cinders, a large organization of disparate groups based in the cities of the region that run most of the criminal operations within the metropolises of the region. Where they control the dense underbellies of the cities, they lose most of their superiority and control in the many towns and villages. 

Most official members of the cinders are no pushovers, even the grunts who make up the rank-and-file criminals are expected to be somewhat competent in order to join the thieves' guild. They are often folded into groups run by various captains and used as guards for smuggling operations or messy killers, and in cases where a grunt shows talent, sent off on solo missions.

Some cinders prefer to maximize their survivability and take up heavier armor and shields. While non-stereotypical and certainly worse for stealth, these shielded combatants are often sent with groups as additional muscle when there is no need for subtlety. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

TheRangerOfSalv

Comments

Posts Quoted:
Reply
Clear All Quotes