Medium Humanoid (Any Race), Any Non-Good Alignment
AC 16 Leather Armor    Initiative +3 (13)
HP 22 (5d8 + 10)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +9
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 12 +1 +1
Senses Darkvision 60; Passive Perception 16
Languages Common, Draconic, Thieves' Cant
CR 1 (XP 200; PB +2)
Traits
  • Criminal Contact. The criminal has a reliable contact who can provide information or aid (at the DM's discretion).

  • Martial Upbringing. The criminal is proficient with light armor, simple weapons, and martial weapons.

Actions
  • Multiattack. The criminal makes two melee attacks.

  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

  • Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

  • Breath Attack (Recharges after a Short or Long Rest). The criminal exhales acid in a 15-foot line. Each creature in that line must make a DC 12 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one. (Or choose element based on color chosen.)

Description

A Clan Martinus Criminal is a dragonborn whose agile movements and sharp, assessing eyes reveal a life spent navigating the fringes of the clan's otherwise strict laws. Bearing the same robust draconic features and foundational martial training as their more upright kin, they have subtly adapted these skills for less honorable pursuits – be it discreet smuggling, underground information brokering, or quiet larceny. Their demeanor is often a blend of practiced charm and underlying wariness, always observing, always calculating. While they may still hold a quiet, perhaps conflicted, loyalty to their family or the broader clan, their personal code often prioritizes self-interest and survival, making them a pragmatic and often elusive shadow within the gleaming unity of Clan Martinus.

Monster Tags: NPC

Habitat: HillMountainUrban

Jeovhan

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