Medium Humanoid (Any Race), Lawful Evil
Armor Class 14 (studded leather)
Hit Points 21 (3d8)
Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +5, INT +4
Senses Passive Perception 13
Languages Common, Dwarvish, Thieves' Cant , (One other language)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Thieves’ Cant. The thief has learned thieves’ cant, a secret mix of dialect, jargon, and code that allows them to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
 
Bonus Proficiencies. The thief gains proficiency with the disguise kit and the poisoner’s kit.
 
Assassinate. The thief has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit they score against a creature that is surprised is a critical hit.
Actions

Shortsword (has 2). Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6(1d6+3) Piercing. Martial, Finesse, Light

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 6(1d6+3) Piercing. Ammunition, Range, Two-Handed

Sneak Attack (Special). Once per turn, the thief can deal an extra 2d6 damage to one creature they hit with an attack with a finesse or ranged weapon if they have advantage on the attack roll. They don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and the thief doesn’t have disadvantage on the attack roll.

Bonus Actions
Two-Weapon Fighting.  When the thief takes the Attack action and attacks with a light melee weapon that they are holding in one hand, they can use a bonus action to attack with a different light melee weapon that they're holding in the other hand. They don't add their ability modifier to the damage of the bonus attack unless that modifier is negative. If either weapon has the thrown property, they can throw the weapon, instead of making a melee attack with it.
 
Cunning Action. The thief can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action.
Reactions

Opportunity Attack. The thief can make an opportunity attack when a hostile creature that it can see moves out of your reach. To make the opportunity attack, it uses its reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves its reach.

Description

(Generic NPC, a member of the Church of Bane with the rank of Iron Consul that is part of a "punishment Squad" sent out by a larger temple to deal with anybody they think needs to be taught a lesson. From FRC-2 Curse of the Azure Bonds so this character is operating around the Moonsea and Dalelands about 1357 DR.)

The squad this character belongs to consists of about ten Acolytes, five fighters, and five rogue classes which may be augmented by additional Fists of Bane as needed.  All are devout Banists and may, or not be connected with the Zhentarim depending on the time and politics in play when the specific scenario is set, in 1357 DR things are "complicated".

Tactics.

The fighters will engage the characters head-on in an ambush situation, while the rogues will try to circle around for backstabbing, or else remain in the back rank and throw their daggers. The leader will use Hold Person(2nd) and Silence(2nd) to harass the targets, then retreat under the cover of a Sanctuary(1st) spell if things are going against him. The ambushers will be interested in slaying the targets for their effrontery and leaving their bodies as a warning.

Previous Versions

Name Date Modified Views Adds Version Actions
7/5/2024 4:10:27 PM
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9/3/2024 9:48:19 AM
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9/3/2024 9:48:40 AM
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1
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Monster Tags: NPChumanoid

Habitat: CoastalForestGrasslandHillUrban

AsbelMcTalisker

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