Medium Humanoid (Human), Lawful Evil
AC 17 (leather armor, Charisma modifier)    Initiative +4 (14)
HP 99 (18d8 + 18)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +4
CON 12 +1 +1
Mod Save
INT 14 +2 +2
WIS 14 +2 +2
CHA 15 +2 +2
Skills Acrobatics +6, Athletics +3, Deception +6, Insight +6
Senses Passive Perception 12
Languages Common, Infernal, Undercommon
CR 5 (XP 1,800; PB +3)
Traits

Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.


Blind Fighting. Amrik has blindsight with a radius of 10 feet. Within that range, he can effectively see anything that isn't behind total cover, even if he's blinded or in darkness. Moreover, he can see an invisible creature within that range, unless the creature successfully hides from him.


Sneak Attack (1/Turn). Amrik deals an extra (2d6) damage when he hits a creature with a weapon attack, provided he has advantage on that attack roll or an ally within 5 feet of the target and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. Amrik makes three baselard dagger attacks.

Baselard Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Smoke Bomb (3/Day). Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik’s next turn.

Reactions

Skirmish. When a creature ends its movement within 5 feet of Amrik, he can use his reaction to move up to half his speed without provoking opportunity attacks. If his Smoke Bomb action is available, he can use it as part of this reaction.

Description

Second son of Duke Thalamra Vanthampur of Baldur’s Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra’s staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients’ drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2026 9:07:29 AM
17
0
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Coming Soon
Jalhamz

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