Medium Humanoid (Any Race), Typically Lawful Evil
Armor Class 10 Robes
Hit Points 7 (1d6)
Speed 30 ft.
STR
9 (-1)
DEX
11 (+0)
CON
13 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +4, WIS +5
Skills Deception +4, Insight +5, Investigation +4, Stealth +2
Senses Passive Perception 13
Languages Abyssal, Common, Draconic, Infernal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits
(There are two Zhentarim Mages in the initial ambush of the PCs. They are not exactly the best the Black Network can offer.)
 
Spellcasting. The Mage can cast prepared wizard spells using Intelligence as their spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in their spellbook as rituals if they have the ritual tag. They can use an arcane focus as a spellcasting focus. They have the following spells prepared.
Ritual Spells. Comprehend Languages(1st), Detect Magic(1st), Find Familiar (1st), Identify (1st)
 
Arcane Recovery: (Special). Once per day when The Mage finishes a short rest, they can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.
 
Magic Items. The Black Network apparently cheated its allies; it promised magic users but delivered two puny novices. However, they were given enough Invisibility and Silence scrolls that they could read from, to use on their allies. 
Each was also given the following powerful spell scrolls for personal use, which each may use at his discretion either on themselves or their allies: Mage Armor (1st), See Invisibility (2nd), Stinking Cloud (2nd).
One has been given a Polymorph (4th) scroll and the other a very rare Time Stop (9th) with the additional instruction that if they use it the mission had better succeed or they needn`t come back!
 
Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 2(1d4) piercing damage, simple, finesse, light, thrown, range.

Unarmed Strike. Melee Weapon Attack: (don`t bother)

Reactions

Spells. Feather Fall (1st)

Description

(Basic NPC, a rank-and-file member of the Zhentarim that the organization sent out as their contribution in the initial ambush. From FRC-2 Curse of the Azure Bonds.)

Ambush Tactics.

At the beginning of FRC-2 The PCs are attacked by nefarious forces with the intent of taking them alive. The ambushers plan to attack the party when camping, preferably in some deserted area.
The Fire Knife Thieves, Having had Invisibility and Silence cast on them from scrolls by the mages go in first, while the drow (Drow Assassin) break into two contingents bracketing the party. There will be a Moander Priest and a mage on each side. The thieves will try to take out as many characters as possible by surprise, including any characters standing watch. The camp watch may roll for surprise only to detect the drow, the clerics, and the magic-users. Unless they have magical abilities to detect the invisible and silent thieves, they will not detect them until the thieves attack

The Zhentarim mages’ priorities are would-be escapees and those who may be invisible.

Monster Tags: NPC

Habitat: ForestGrasslandHill

AsbelMcTalisker

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