Medium Humanoid (Human), Chaotic Neutral
Armor Class 17 studded leather, defensive duelist
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
19 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +7, CHA +6
Senses Passive Perception 15
Languages Common, Elvish, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Cunning Action. Aria can use a bonus action to Dash, Disengage, or Hide.

Evasion. If Aria is subjected to an effect that allows her to make a Dexterity saving throw to take half damage, she takes no damage on a success and half damage on a failure.

Uncanny Dodge. When an attacker Aria can see hits her with an attack, she can use her reaction to halve the attack’s damage.

Mastermind’s Insight. When Aria uses the Help action, the targeted ally gains a +1d6 bonus to attack rolls or ability checks they make in the next minute. If they hit with the attack roll benefiting from this bonus, they can add the bonus to their damage as well.

Actions

Multiattack. Aria makes two attacks with her shortsword or dagger.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 8 (1d4 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target.
Hit: 9 (1d6 + 4) piercing damage.

Bonus Actions

Defensive Duelist (Reaction). When Aria is wielding a finesse weapon, she can use her reaction to add her proficiency bonus to her AC against one melee attack that would hit her.

Cunning Feint (1/Short Rest). As a bonus action, Aria targets a creature within 30 feet. The next attack she or an ally makes against that creature before the end of her next turn has advantage.

Reactions

Opportunist. When a creature within 5 feet of Aria takes damage from an attack, she can use her reaction to make a melee weapon attack against that creature.

Description

Aria, Agent of the Zorinth Cabal

“The world belongs to those bold enough to seize it—and clever enough to hold it.”


Appearance

Aria is a striking human woman with sharp features and an aura of confidence. Her deep green eyes seem to gleam with mischief, always assessing and calculating her next move. Her raven-black hair is kept just long enough to frame her face, though she often ties it back with a leather cord when on a mission. She wears a fitted suit of dark studded leather armor, designed for both flexibility and discretion, with a cloak that shimmers subtly in low light, hinting at magical properties. Around her neck, she wears a simple silver chain with a small, unmarked coin—a memento from a long-forgotten gamble. Her movements are graceful, like a dancer’s, though her gaze betrays the danger of someone used to working in shadows.


Personality

Aria embodies the essence of a professional rogue: charismatic, cunning, and always one step ahead. She has a devil-may-care attitude toward life, thriving on the thrill of danger and the excitement of uncertainty. She is charming, often flirting with both allies and enemies, but few ever get close enough to earn her trust. Beneath her carefree demeanor lies a sharp mind and a heart hardened by betrayal. Aria is fiercely independent, unwilling to be tied down by rules or obligations—except those she chooses herself.

Despite her involvement with the Zorinth Cabal, a shadowy organization with its own ambitions, she is not a zealot. She follows her own code, valuing loyalty to those who have proven themselves rather than any ideology. Aria rarely shows her emotions, except when she wins a gamble or pulls off a daring heist. At those moments, her laugh is infectious, and her eyes sparkle with genuine joy.


History

Aria's early life is shrouded in mystery, even to those closest to her. What is known is that she grew up on the streets of Wavecrest, fending for herself from a young age. She learned quickly that the world offered no mercy to the weak and developed a talent for manipulation and misdirection. As a teenager, she became involved in the city’s underworld, running small-time scams and smuggling operations. It wasn’t long before her natural charisma and sharp mind caught the attention of the Zorinth Cabal, a faction known for espionage, smuggling, and subterfuge.

Aria rose swiftly through the Cabal’s ranks, earning a reputation as one of their most effective agents. Her missions often involved delicate diplomacy, theft, or intelligence-gathering—tasks where finesse mattered more than brute force. However, her ambition and daring nature put her at odds with some of the Cabal’s more cautious members. Aria’s biggest coup came when she infiltrated a rival organization, playing both sides against each other until the Zorinth Cabal emerged victorious, cementing her place within the faction’s inner circle.

It was during these years that she met Althaeon Swiftfoot, a talented infiltrator with a similar thirst for adventure. Aria saw in him a kindred spirit, and the two became close allies, working together on high-stakes missions. Their friendship was built on trust and mutual respect—something rare in the underworld. Through Althaeon, Aria began to see the cracks in her own worldview. For the first time in years, she began to question whether the path she had chosen was the right one.


Notable Events

  1. The Crimson Shipment Incident: Aria orchestrated the theft of a shipment of magical artifacts from a heavily-guarded transport belonging to the Tempest Cabal. This operation brought her to the attention of dangerous enemies, but it also solidified her reputation as a rising star within the Zorinth Cabal. She wears a silver coin taken from that heist as a reminder of her success.

  2. The Betrayal at the Silent Court: Aria’s most painful moment came when she was double-crossed by an old friend during a mission at the Silent Court, a secretive cabal of necromancers. The betrayal cost the lives of several of her companions and left Aria with a scar across her side. It also taught her a valuable lesson: trust no one completely. This event marked the beginning of her emotional distance from the Cabal and fueled her desire for personal freedom.


Motivations & Goals

Aria’s primary goal is personal freedom. She despises being used as a tool for someone else’s ambition, even within the Zorinth Cabal. Her alliance with Infernum Titanis is an extension of this desire; she sees the adventurers as wild cards that could disrupt the careful balance of power in Wavecrest and beyond.

Though she claims to care little for ideals, Aria is driven by a deep-seated desire to leave her mark on the world. She dreams of pulling off the ultimate heist—a job so grand that it would be remembered for generations. Whether that involves stealing a powerful artifact, toppling a corrupt noble, or outwitting an ancient dragon remains to be seen.

razerb2010

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