A member of one of Zentil Keep`s special forces units in the war around Yulash against the Hillsfar army.
Eldritch Invocations. The Hexblade has unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue them with an abiding magical ability or other lessons. If an invocation has a prerequisite, they must meet it to learn that invocation. The Hexblade casts spells, using Charisma as the spellcasting ability (Spell Save DC 13, Attack +5) and using their pact weapon as a focus.
Pact Magic.
Agonizing Blast (Eldritch Blast). The Hexblade can add their Cha. modifier bonus to the damage rolls of Eldritch Blast when casting it. They can also cast Blade Ward and Lightning Lure at will.
Armor of Shadows. They can cast Mage Armor(1st) on themselves at will without expending a spell slot.
One with Shadows. While they’re in an area of Dim Light or Darkness, they can cast Invisibility(2nd) on themselves at will without expending a spell slot.
The Hexblade has the following spells prepared:
3rd-Level (2 Slots): Bane, Cause Fear, Charm Person, Expeditious Retreat
Ritual Spells. Comprehend Languages(1st), Detect Magic(1st)
Magical Cunning. Once per Long Rest, they can perform an esoteric rite for 1 minute, regaining one Pact Magic spell slot.
Accursed Specter (Special). When they slay a humanoid, they can cause its spirit to rise as a Specter that gains +3 temp HP. Roll initiative for the Specter, which has its own turns. It obeys the Hexblade`s verbal commands, gains a +0 bonus to its attack rolls, and remains until the Hexblade`s next long rest.
Hex Warrior (Special). They gain proficiency with medium armor, shields, and martial weapons. Whenever they finish a long rest, they can touch one weapon they are proficient with that lacks the two-handed property. With that weapon, they can use their CHA modifier for the attack and damage rolls until they finish their next long rest. They can also use their CHA modifier for the attack and damage rolls for any of their pact weapons if they have that feature.
Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.
Guarded Mind. If the Hexblade fails an Int., a Wis., or a Cha. saving throw, they can cause themselves to succeed instead. They can't use this again until after a Short or Long Rest.
Savage Attacker. Once per turn when they hit a target with a weapon, they can roll the weapon’s damage dice twice and use either roll against the target.
Thirsting Blade. The Hexblade gains the Extra Attack feature for their pact weapon only and can attack twice with the weapon instead of once when you take the Attack action.
Dagger+1. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4(1d4+2) piercing damage, Simple, Finnesse, Light, Thrown, Nick, range, Booming Blade 1d8 or 2d8 lightning damage.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Longsword+1. (Pact Weapon) Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit 1h: 5 (1d8+2) slashing damage or Hit 2h: 5 (1d10+2) slashing damage, Martial, Versatile, Sap, Booming Blade 1d8 or 2d8 lightning damage.
Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.
Spells. Eldritch Blast +5 to hit, range 120 ft., 2 targets, Hit: 6(1d10+2) force damage. V/S.
Unarmed Strike. The Character makes a melee attack that involves using their body to deal one of the following effects:
Damage: You make a Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 Bludgeoning damage.
Grapple: The target must succeed on a DC 12 Str./Dex. (it chooses which) saving throw or it has the Grappled condition.
Shove: The target must succeed on a DC 12 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition.
Two-Weapon Fighting. When the Character takes the Attack action on their turn and attacks with a Light weapon, they can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and they don't add their ability modifier to the extra attack's damage unless that modifier is negative. For example, they can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but they don't add their Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Spells. Expeditious Retreat(1st)
Hexblade’s Curse. Once per short rest, as a bonus action, choose one creature you can see within 30 ft. to curse it for 1 minute (or until the target dies, you die, or you are incapacitated). Against the cursed target, you gain a +3 bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain 5 HP if it dies.
Pact of the Blade: Bond. You can create a bond with a magic weapon you touch. You can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you’re proficient with it and can use it as a Spellcasting Focus.
Your bond with the weapons ends if you use this feature’s Bonus Action again, if the weapon is more than 5 ft. away from you for more than 1 minute, or if you die. A conjured weapon disappears when the bond ends.
Pact of the Blade: Conjure. As a Bonus Action, you can conjure a pact weapon in your hand.
Opportunity Attack. The Character can make an Opportunity Attack when a creature that they can see leaves their reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, they take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves the Character`s reach.
Avoiding Opportunity Attack. The Character can avoid provoking an Opportunity Attack by taking the Disengage action. They also don't provoke an Opportunity Attack when they teleport or when they are moved without using their movement, action, Bonus Action, or Reaction. For example, they don't provoke an Opportunity Attack if an explosion hurls them out of a foe's reach or if they fall past an enemy.
Description
Generic NPC, a member of the Zhentarim army special forces operating in the vicinity of Yulash (From FRC-2 Curse of the Azure Bonds so the year in the Forgotten Realms is about 1357 DR.)
The Zhentarim Hexblades seem to have been an obscure cult connected with the Church of Bane and were centered in Zhentil Keep, which meant they were very much under the control of Fzoul Chembryl.
The cult seemed to have made many enemies among the various other Banite factions and it would appear that during the "Time of Troubles" and the subsequent disasters that later saw Zentil Keep fall from power a good many scores were settled. It is unclear whether or not the cult is still active as of 1490 DR. It doesn`t seem to be connected with the Darkhold Zhentarim as the Church of Bane has a lot less involvement with the modern Zhents.
At the height of their power they were employed as individual assassins and in wartime were deployed in small groups as Terror Squads to harass the enemy.
(This NPC was created using the new 2024 edition of the rulebook though the information is from old 2e sources.)
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