TEXT: Game Master’s Toolbox
  Ultimate NPCs: Skulduggery
  
  1
  Ultimate NPCs: Skulduggery
  Game Master’s Toolbox
  5th Edition Compatible
  Ultimate NPCs: Skulduggery
  
  Credits
  Authors: Ralph Stickley, Chris Haskins, Lou Fryer
  Lead Designers: Chris Haskins, Ralph Stickley
  Proof ng: Lou Fryer, Emma Stickley, Chris Wolfe, Lee Acker, 
  Carl Andersson, Ben Moore, John Easley, Alexander Penner, 
  Rick Underwood, Robert Acker, Tim Rose, Steve Fletcher, Ryan 
  Ammann, James Redmon
  Art Director: Ralph Stickley, Chris Haskins
  Layout and Typesetting: Ralph Stickley, Chris Haskins 
  Illustrator: Takashi Tan
  Additional Contributors: Alyssia Haskins, Lou Fryer
  Project Management: Chris Haskins
  Character Creation: Chris Haskins, Ralph Stickley
  Brand and Marketing: Chris Haskins
  Legal
  Nord Games LLC is not af  liated with Wizards of the Coast™
  We make no claim to or challenge to any trademarks held by 
  Wizards of the Coast™
  Nord Games LLC 2016, all rights reserved.
  Product Identity: T e following items are hereby identif ed as 
  Nord Games LLC’s Product Identity, as def ned in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game 
  Content: product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures; characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or ef ects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identif ed as Product Identity. Previously 
  released Open Game Content is excluded from the above list.
  Nord Games does not condone any of the acts presented in this 
  book including, but not limited to, thef , murder, burglary, intent 
  to commit arson, fraud, larceny, stealing a key from an angry 
  warlock, making a deal with an ancient green dragon, turning on 
  your assassin partner, or owning an exotic pet without appropriate 
  licenses. 
  2
  
  Table of Contents
  Foreword  ........................................................... 4
  Instructions ..................................................... 4
  Encounter Table ............................................. 5
  Good Aligned Guilds .................................. 6
  Good Aligned Characters ....................... 7
  Aelar Oakenheel ...........................................................8
  Aticus Greenmoss ......................................................14
  Cogrin Heavyf st ........................................................20
  Criella ...........................................................................26
  Elenor Ravenhair ........................................................32
  Mardren Mar ...............................................................38
  Natterjack ....................................................................44
  Nell ...............................................................................50
  Tam Fletcher ...............................................................56
  Tauberel .......................................................................62
  Neutral Aligned Guilds ..........................68
  Neutral Aligned Characters ...............69
  Akirro ..........................................................................70
  Ankharasos Skarn ......................................................76
  Ashdan .........................................................................82
  Dariel Chaime .............................................................88
  Enna Moonwhisper ....................................................94
  Frug Timbers ............................................................100
  Jana .............................................................................106
  Orryn Turen ..............................................................112
  Quranis Kuilanya ......................................................118
  Rurik Rockf st ...........................................................124
  Evil Aligned Guilds ..................................130
  Evil Aligned Characters .......................131
  Bram Rothwell ..........................................................132
  Erdan Liadon ............................................................138
  Garrin Ashcopse .......................................................144
  Ka’laera of Many Faces ............................................150
  Mal Addik ..................................................................156
  Nimh the Surgeon  ...................................................162
  Stanus Millrun ..........................................................168
  Talim Nezara .............................................................174
  Utan Brabus ..............................................................180
  Yrla Silverhand ..........................................................186
  Generic NPCs ................................................192
  Unique Items .................................................218
  Unique Spells ................................................222
  Acknowledgments ....................................224
  3
  
  4
  Foreword 
  Like many gamers out there, we have been overf owing with 
  creativity since an early age. Creative writing, poetry, art and music 
  have always played a large role in our lives, but it was during our 
  teenage years that all of those talents and passions were ignited into 
  a f re storm of excitement when we sat down for our f rst session 
  of Dungeons & Dragons. Although we didn’t know it at the time, 
  that f rst game would be a life changing experience. For almost two 
  decades now we’ve been creating characters and going on fantastic 
  adventures, each more exciting than the last! 
  When the latest version of D&D hit the shelves, we were eager to 
  try it out. We had been part of the beta testing process and saw 
  many new and interesting rules enter the scene. We enjoyed the 
  Starter Set, and we picked up each of the core rule books as soon 
  as they were available. For a year we’ve been meeting weekly, and 
  sometimes daily, for game sessions where we’ve explored perilous 
  dungeons, faced insurmountable hordes, fought deadly foes, and 
  conquered monstrous beasts. We’ve lost a few party members along 
  the way, but their names will be remembered as we reminisce for 
  years to come about the epic adventures we all had together.
  T is very topic got all of us thinking. How can we help the gaming 
  community, both Game Masters and Players, to get the most out of 
  their gaming experience? T e question wasn’t easy to answer. T ere 
  is already so much excellent content out there, what would gamers 
  really need that doesn’t already exist?
  T e answer came quite naturally one night during a game session 
  when our Game Master was going a bit of  script and needed an 
  unplanned NPC to interact with the Players. It took him longer 
  than usual to create the NPC from what he had to work with, and 
  af er a few rolls he had enough, but not much more than that. 
  T ere was no backstory, no real personality beyond the stereotype 
  based on race and gender. 
  We instantly saw a need for a resource book that didn’t exist 
  yet: a book populated by NPCs that had more to them than just 
  a name, race and class. A book that could be used by a Game 
  Master to populate a tavern, or a trading post, or a banquet hall. 
  Alternatively, the book could be used by Players to create starting 
  characters, or to spy out character progression, or to create 
  characters at later levels if they come late to the adventure and the 
  rest of the Players’ characters have already leveled up a few times.
  We brainstormed and collaborated, seeing our quest unfold before 
  us. It would not be an easy task, but nothing worth doing ever is. 
  We all know that; our years of role playing games have proven it 
  time and time again. You can’t just stroll in and slay the dragon, it 
  takes planning, preparation, talent, and teamwork to accomplish 
  the hardest quests. So that’s what we’ve done.
  Instructions
  T is book was written to be a resource to Game Masters and 
  Players alike. It contains a wealth of information for developing 
  plot points, character behaviors, histories, guilds, and many other 
  valuable assets designed to aid in the running and playing of 
  fantasy role playing games.
  Game Masters
  For Game Masters this book is a valuable resource and time saving 
  tool. Whether during your pre-game prep, or on the f y, you’ll 
  be able to pull NPCs from this book to aid, hinder, or challenge 
  your Players. T e book is split into three large sections— Good 
  Aligned Characters, Neutral Aligned Characters, and Evil Aligned 
  Characters. Each of these sections is self-explanatory and contains 
  ten unique characters who have been completely detailed with 
  backstory, traits, roleplaying cues, actions, and items. T is attention 
  to detail during the character creation and writing process saves 
  you time during the preparation process and game session.
  You have access to 30 completely unique NPCs at six dif erent 
  levels, ef ectively giving you 180 dif erent NPCs to use during your 
  campaign or game session. Make sure to utilize the Encounter 
  Table on page 5, as well as the encounter tables at the beginning of 
  each group of similarly aligned characters.
  Players
  Have you ever had an idea for a character but didn’t know where 
  to start? Or perhaps you knew where you’d like to start but didn’t 
  know where your path would lead you. T is book f xes both 
  dilemmas by providing Players with a starting point, mid points, 
  and an ending point for each character. 
  T is makes it possible to not only duplicate an NPC for your level 1 
  character, but to also use higher level NPCs as your own character 
  in the eventuality that you need a higher level character. All of their 
  attributes, skills, features, items, weapons, and other mechanics 
  have already been calculated and optimized. T is means you spend 
  less time working out the math, and more time slaying dragons!
  
  5
  Encounter Table
  If you’re looking for an interesting NPC for your players to encounter with no specif c purpose in mind, or you’re looking for inspiration, 
  use this table to randomly select a character. If you know what alignment you need, more specif c tables can be found at the start of each 
  section. 
  d30
  Name
  Race
  Alignment
  Class
  Background
  Occupation
  Page
  1
  Aelar Oakenheel
  Wood Elf
  Neutral Good
  Ranger
  Outlander
  Bounty Hunter
  8
  2
  Aticus Greenmoss
  Lightfoot Half ing
  Neutral Good
  Bard
  Entertainer
  Instrumentalist
  14
  3
  Cogrin Heavyf st
  Human
  Chaotic Good
  Barbarian
  Folk Hero
  Blacksmith
  20
  4
  Criella
  Tief ing
  Chaotic Good
  Rogue
  Urchin
  T ief
  26
  5
  Elenor Ravenhair
  Human
  Chaotic Good
  Rogue
  Criminal
  Highway Robber
  32
  6
  Mardren Mar
  Human
  Neutral Good
  Fighter
  Criminal
  Watchman
  38
  7
  Natterjack
  Forest Gnome
  Chaotic Good
  Bard
  Entertainer
  Musician
  44
  8
  Nell
  Human
  Neutral Good
  Rogue
  Urchin
  Pickpocket
  50
  9
  Tam Fletcher
  Human
  Chaotic Good
  Fighter
  Entertainer
  Musician
  56
  10
  Tauberel
  Wood Elf
  Chaotic Good
  Rogue
  Criminal
  T ief
  62
  11
  Akirro
  High Elf
  Chaotic Neutral
  Ranger
  Outlander
  Bounty Hunter
  70
  12
  Ankharasos Skarn
  Dragonborn
  Lawful Neutral
  Fighter
  Soldier
  Mercenary
  76
  13
  Ashdan
  Tief ing
  Chaotic Neutral
  Rogue
  Urchin
  Vagabond
  82
  14
  Dariel Chaime
  Half Elf
  Chaotic Neutral
  Warlock
  Charlatan
  Swindler
  88
  15
  Enna Moonwhisper
  Wood Elf
  Chaotic Neutral
  Fighter
  Guild Artisan
  Fletcher
  94
  16
  Frug Timbers
  Rock Gnome
  Chaotic Neutral
  Rogue
  Guild Artisan
  Tinker
  100
  17
  Jana
  Human
  Neutral
  Fighter
  Gladiator
  Mercenary
  106
  18
  Orryn Turen
  Forest Gnome
  Neutral
  Rogue
  Charlatan
  Gambler
  112
  19
  Quranis Kuilanya
  High Elf
  Neutral
  Rogue
  Archaeologist
  Antiquarian
  118
  20
  Rurik Rockf st
  Mountain Dwarf
  Neutral
  Fighter
  Criminal
  Smuggler
  124
  21
  Bram Rothwell
  Human
  Chaotic Evil
  Fighter
  Sailor
  Slaver
  130
  22
  Erdan Liadon
  Half Elf
  Lawful Evil
  Rogue
  Charlatan
  Con Artist
  138
  23
  Garrin Ashcopse
  Lightfoot Half ing
  Chaotic Evil
  Warlock
  Criminal
  Crime Baron
  144
  24
  Ka’Laera
  Shape Changer
  Neutral Evil
  Rogue
  Criminal
  Spy
  150
  25
  Mal Addik
  Human
  Lawful Evil
  Ranger
  Criminal
  Sellsword
  156
  26
  Nihm
  Tief ing
  Lawful Evil
  Rogue
  Apothecary
  Surgeon
  162
  27
  Stanus Millrun
  Human
  Neutral Evil
  Bard
  Sailor
  Slaver
  168
  28
  Talim Nezara
  Human
  Neutral Evil
  Rogue
  Assassin
  T ief
  174
  29
  Utan Brabus
  Dark Elf
  Chaotic Evil
  Fighter
  Noble
  Mercenary
  180
  30
  Yrla Silverhand
  Mountain Dwarf
  Neutral Evil
  Rogue
  Assassin
  Guild Leader
  186
  
  6
  Good Aligned Guilds
  Not all groups that work outside the law work to a nefarious end; 
  perhaps the law is inf exible, negligent, or even evil itself. Below 
  are some examples of shady organizations working for the greater 
  good, along with a suggested membership. 
  Purse Cutters
  Taxes, rent, tithes; as T e Purse Cutters see it, the rich are all 
  thieves of one stripe or another, and everyone knows that stealing 
  from thieves doesn’t count. Besides, any decent sort of person 
  would be glad to see their money go towards helping the poor 
  and needy. Sometimes specif c 
  targets are pointed out — the 
  particularly corrupt, greedy 
  or tyrannical—other times 
  each member is free to do 
  as they see f t, as long as 
  they make a contribution to 
  the group’s earnings. Said 
  earnings are distributed 
  amongst the lower rungs of 
  society. Strangely enough, 
  whenever the city watch 
  makes enquiries about the 
  latest wave of pickpockets, 
  the poorer populace seem to 
  forget all about these transactions...  
  Tauberel (p.62) is the de facto leader of the group. She never strove 
  for leadership, but she is the best thief among them, and has the 
  most f re for the cause. 
  Tam Fletcher (p.56) and Natterjack (p.44) are associates and 
  accessories with varying levels of commitment to T e Purse 
  Cutters as a whole, but great personal loyalty to Tauberel.
  The Ravens
  Is there any animal more loyal than a raven? Not if you ask any 
  member of this guild. What started in antiquity as an organization 
  of messengers for the king’s personal use became much more 
  through the generations. Before long, T e Ravens had become 
  a society of scribes, bird trainers and messengers whose sole 
  purpose was the spreading of knowledge.
  T eir intention was to quickly spread news across the realm 
  to the benef t of all but, as is all too common, their power was 
  soon turned to darker purposes. T e king used T e Ravens as a 
  platform to spread propaganda and condemn 
  those groups who opposed or spoke ill of him.
  T e Raven leaders who did not agree 
  to spread the king’s messages 
  were jailed, and the remaining 
  scribes, forced to write falsities, 
  conspired together. T e 
  remaining elders among them, 
  meanwhile, decided to leave the 
  service of the king and instead live a 
  life of seclusion and secrecy. No longer 
  would they live in the lap of luxury 
  within the palace. T eir dedication to the 
  spreading of truth and knowledge led to a collective agreement to 
  abandon the lap of luxury in the dead of night.
  T e king was understandably furious when the news reached him 
  that his scribes had vanished. He cursed their names and of ered a 
  prince’s ransom for their capture, but the search was fruitless. T e 
  scribes had all taken new names and histories and settled in new 
  cities as far away as they could manage.
  Now, decades on, whispers and rumors of T e Ravens have begun 
  to be spoken around the tables at local inns. News is spread 
  through small notes, of en transported on a trained raven’s ankle. 
  T e literate then spread the news among those who can only speak 
  the common tongue.
  T e Ravens stand for truth above all else, and if any story in the 
  realm is to have weight, it of en starts with the words: “A Raven 
  told me...”
  The Red Gloves
  T e Red Gloves have a long and sordid history. 
  Originally they were an aristocratic group lead by 
  a man called Hammonder Strattenbury, a wealthy 
  land owner in the realm. He and his constituents 
  were of en invited to fancy gatherings reserved 
  for nobility and the landed gentry. T e reason was 
  simple: he controlled vast tracts of land excellent for 
  farming and, although not everyone needs a fancy 
  palace with a view overlooking a valley, everyone 
  does need to eat. T is made Hammonder very 
  powerful in times of plenty, and even more so in 
  times of need.
  T e Red Gloves remained a welcome addition to any social 
  gathering of the upper class for many decades but little did they 
  know there was a vagabond in their midst.
  Tatan of the house Freely, as he named himself when f rst 
  introduced to Hammonder, was an imposter. He 
  was not of a noble house, as he claimed to 
  be, nor indeed did he have any wealth 
  to speak of. He was, in fact, a thief. 
  He had traveled the realm, never 
  staying in a village, town, or city 
  long enough to get comfortable. 
  T is time, however, he saw the 
  chance to tip the scales in the favor 
  of those less fortunate.
  He quickly gained the favor of 
  Hammonder, representing himself as a 
  man with a long history concerning trade and commerce. Af er 
  many years of improving business from the farms, he proposed to 
  Hammonder that he handle more of the business arrangements. By 
  this time, the old man was living comfortably in his retirement and 
  felt there was no one more suited to the task. Promptly agreeing, he 
  spent the rest of his years enjoying his wealth and attending lavish 
  gatherings with the realm’s elite until his death at a well-earned, 
  but untimely, age of sixty three. With Hammonder having no heirs 
  to lay claim to the land or the vast wealth he had accumulated, 
  Tatan found himself in a hard place. T e law of the land stated that 
  the property of an heirless lord, in absense of a will, would become 
  the property of the crown. Tatan and other friends of the old man 
  had searched through his belongings for such a document, but to 
  no avail. 
  Taxes, rent, tithes; as T e Purse Cutters see it, the rich are all 
  thieves of one stripe or another, and everyone knows that stealing 
  from thieves doesn’t count. Besides, any decent sort of person 
  would be glad to see their money go towards helping the poor 
  and needy. Sometimes specif c 
  targets are pointed out — the 
  particularly corrupt, greedy 
  or tyrannical—other times 
  each member is free to do 
  as they see f t, as long as 
  they make a contribution to 
  the group’s earnings. Said 
  earnings are distributed 
  amongst the lower rungs of 
  society. Strangely enough, 
  whenever the city watch 
  makes enquiries about the 
  latest wave of pickpockets, 
  the poorer populace seem to 
  forget all about these transactions...  
   is the de facto leader of the group. She never strove 
  for leadership, but she is the best thief among them, and has the 
  through small notes, of en transported on a trained raven’s ankle. 
  T e literate then spread the news among those who can only speak 
  the common tongue.
  T e Ravens stand for truth above all else, and if any story in the 
  realm is to have weight, it of en starts with the words: “A Raven 
  told me...”
  The Red Gloves
  T e Red Gloves have a long and sordid history. 
  Originally they were an aristocratic group lead by 
  a man called Hammonder Strattenbury, a wealthy 
  land owner in the realm. He and his constituents 
  were of en invited to fancy gatherings reserved 
  for nobility and the landed gentry. T e reason was 
  simple: he controlled vast tracts of land excellent for 
  farming and, although not everyone needs a fancy 
  palace with a view overlooking a valley, everyone 
  does need to eat. T is made Hammonder very 
  powerful in times of plenty, and even more so in 
  times of need.
  T e Red Gloves remained a welcome addition to any social 
  gathering of the upper class for many decades but little did they 
  know there was a vagabond in their midst.
  T eir intention was to quickly spread news across the realm 
  to the benef t of all but, as is all too common, their power was 
  soon turned to darker purposes. T e king used T e Ravens as a 
  platform to spread propaganda and condemn 
  those groups who opposed or spoke ill of him.
  T e Raven leaders who did not agree 
  to spread the king’s messages 
  were jailed, and the remaining 
  scribes, forced to write falsities, 
  remaining elders among them, 
  meanwhile, decided to leave the 
  service of the king and instead live a 
  life of seclusion and secrecy. No longer 
  would they live in the lap of luxury 
  within the palace. T eir dedication to the 
  spreading of truth and knowledge led to a collective agreement to 
  He quickly gained the favor of 
  Hammonder, representing himself as a 
  man with a long history concerning trade and commerce. Af er 
  many years of improving business from the farms, he proposed to 
  Hammonder that he handle more of the business arrangements. By 
  this time, the old man was living comfortably in his retirement and 
  felt there was no one more suited to the task. Promptly agreeing, he 
  spent the rest of his years enjoying his wealth and attending lavish 
  gatherings with the realm’s elite until his death at a well-earned, 
  but untimely, age of sixty three. With Hammonder having no heirs 
  to lay claim to the land or the vast wealth he had accumulated, 
  Tatan found himself in a hard place. T e law of the land stated that 
  the property of an heirless lord, in absense of a will, would become 
  the property of the crown. Tatan and other friends of the old man 
  had searched through his belongings for such a document, but to 
  no avail. 
  gathering of the upper class for many decades but little did they 
  know there was a vagabond in their midst.
  Tatan of the house Freely, as he named himself when f rst 
  introduced to Hammonder, was an imposter. He 
  was not of a noble house, as he claimed to 
  be, nor indeed did he have any wealth 
  to speak of. He was, in fact, a thief. 
  He had traveled the realm, never 
  staying in a village, town, or city 
  long enough to get comfortable. 
  T is time, however, he saw the 
  chance to tip the scales in the favor 
  He quickly gained the favor of 
  Hammonder, representing himself as a 
  man with a long history concerning trade and commerce. Af er 
  many years of improving business from the farms, he proposed to 
  
  7
  Good Aligned Characters
  If you’re looking for an ally, patron, or a temporary party member, this chapter contains a selection of (to varying degrees) good 
  characters within the murky sphere of skulduggery. Use this table to select a character at random.   
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Aelar Oakenheel
  Ranger
  Neutral Good
  Outlander
  Bounty Hunter
  8
  2
  Aticus Greenmoss
  Bard
  Neutral Good
  Entertainer
  Instrumentalist
  14
  3
  Cogrin Heavyf st
  Barbarian
  Chaotic Good
  Folk Hero
  Blacksmith
  20
  4
  Criella
  Rogue
  Chaotic Good
  Urchin
  T ief
  26
  5
  Elenor Ravenhair
  Rogue
  Chaotic Good
  Criminal
  Highway Robber
  32
  6
  Mardren Mar
  Fighter
  Neutral Good
  Criminal
  Watchman
  38
  7
  Natterjack
  Bard
  Chaotic Good
  Entertainer
  Musician
  44
  8
  Nell
  Rogue
  Neutral Good
  Urchin
  Pickpocket
  50
  9
  Tam Fletcher
  Fighter
  Chaotic Good
  Entertainer
  Musician
  56
  10
  Tauberel
  Rogue
  Chaotic Good
  Criminal
  T ief
  62
  Digging through his connections to underground networks of 
  thieves and criminals, Tatan sought the aid of T e Quills (p.68),  a 
  tight-lipped guild of forgers who artfully produce any document 
  that need requires, if the requester is willing to pay the price... 
  Just two days before the king was to lay claim on the property of 
  Hammonder, a will was unexpectantly discovered in his most 
  personal ef ects declaring Tatan and four other members of T e 
  Red Gloves benef ciaries of his vast estate. T e wealth was divided 
  evenly between the f ve and, so great a compensation was just 
  one f f h of his wealth, the other four kept to themselves any 
  grievance that Tatan appeared to have been given the entirety of 
  Hammonder’s land. Tatan was quickly named Lord and took up 
  residence in the Lord’s House in which Hammonder had lived.
  Even today, members of T e Red Gloves consist of former 
  criminals of one ilk or another. T ey use their power to subtly sway 
  the pendulum of politics in their favor, with a philosophy that life 
  is but a play and we are all actors in it. We each have much to gain 
  if we play the right part. 
  Wharf Rats 
  It happens in the city; parents die, weaken in sickness or turn to 
  drink, and children are abandoned or are forced to run away. T ese 
  waifs and strays trickle down through the cracks in society almost 
  exclusively illiterate, hungry and frightened and, if they’re lucky, 
  they f nd the Wharf Rats. T eir exact numbers are dif  cult to guess 
  and constantly f uctuating, but generally there are around 15. T ey 
  are always on the move, scratching their crude symbol on walls 
  and roof iles to indicate the current place of safety. Without greed, 
  and taking no pleasure in their situation, they steal what they must, 
  and only what they must, to survive, but generally try to lead as 
  legitimate and “normal” a life as possible (albeit one fraught with 
  danger and which could be cut short at any time), if only so that 
  no one can say they owe anything to society as a whole. T ey look 
  af er each other and their own business. T ose that grow up to f nd 
  work or apprenticeships are luckiest, but even those that grow up 
  to join criminal enterprises are fortunate compared to the all-too-
  many that don’t grow up at all.      
  Nell (p.50) leads T e Rats, acting as part gang leader and part 
  communal mother.
  the pendulum of politics in their favor, with a philosophy that life 
  is but a play and we are all actors in it. We each have much to gain 
  if we play the right part. 
  
  8
  Aelar Oakenheel
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 1)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 11 (1d10+1)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  17 (+3)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  15 (+2)
  CHA
  8 (–1)
  Saving T rows Strength +3, Dexterity +5
  Skills Acrobatics +5, Athletics +3, Insight +4, Perception +4, 
  Stealth +5, Survival +4, Flute
  Senses Darkvision 60 f ., Passive Perception 14
  Languages Common, Elvish, Goblin, Orcish, T ieves’ Cant
  Challenge 1/2 (100XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only  lightly 
  obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd 
  enough food and water for 
  himself and 5 others in the 
  wilderness, provided the 
  area is adequately stocked. 
  Additionally, he always recalls 
  the general layout of the area 
  around him.
  Favored Enemy (Orcs, Goblins). 
  Aelar has advantage on survival 
  checks made when tracking 
  his favored enemies, as well as 
  advantage on Intelligence checks to 
  recall information about them.
  Natural Explorer (Forests). 
  Aelar may double his 
  prof ciency bonus when making Intelligence or 
  Wisdom checks about his favored terrain, as well as 
  other benef ts listed on the following pages.
  Actions
  Longsword. Melee Weapon Attack (Versatile): 
  +3 to hit, reach 5f , one creature. Hit: 6 / 7 (1d8 / 1d10 + 1)    
  slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 f ., one 
  creature. Hit: 8 (1d8 + 3) piercing damage.
  Overview
  Aelar spent his youth tracking and hunting wild animals in a 
  forested valley near his tribe’s village, selling the pelts to traveling 
  merchants. It was a simple life, but when he reached maturity he 
  wanted more. He sought fortune in the settlements he had learned 
  about from passing traders and weary travelers. He joined a 
  caravan and journeyed far from home over several weeks. It wasn’t 
  long af er reaching the f rst city that he realized civilization isn’t 
  very civilized.
  His entire stock of pelts which he brought with him was stolen on 
  the f rst night they arrived, along with many other things from 
  the other traders’ wagons. T e whole trade quarter of the city 
  was in an uproar over the thef s. A reward was of ered to the f rst 
  person to bring the thief or thieves to justice. Aelar, having a vested 
  interest in the matter, tracked the thieves who had f ed with the 
  stolen merchandise through a small forest and to a nearby river. 
  T ere was no negotiation; instead, his arrows found their mark and 
  all three thieves were slain on the bank of the river as they loaded 
  their boat. T e stolen goods were returned to their rightful owners 
  and Aelar was given a handsome reward.
  In the decades since, he has spent his days collecting on contracts 
  for outlaws, murderers and violent criminals. All the while, he 
  has gained much fame, and enough gold to get by. Now he f nds 
  himself the target of other hunters in his trade looking to collect a 
  bounty on him. 
  It would seem that he has unwittingly accepted and delivered 
  on contracts for important members of criminal organizations. 
  Whenever he spends time in and around civilization, he has to 
  hide his face, and is habitually looking over his shoulder.  
  Personality Traits
  “Money’s f ne, but I’ve yet to see a wolf take a bribe.” Aelar places 
  no stock in wealthy or well mannered folk. Money and manners 
  can’t save you from harm in the wild. He is very quiet, 
  speaking only when absolutely necessary.
  Ideals
  “It’s everyone’s responsibility to be the best they can 
  be.” Aelar believes in the greater good, and that each 
  individual should make the best future for the 
  whole tribe.
  Bonds
  “Hunting rabbits to hunting thieves. What 
  will they think of me?” Aelar’s family is 
  the most important thing in his life, even 
  when they are far away. He desires to go 
  back some day, but fears how his family will 
  react when he does.
  Flaws
  “Carry your own weight and we’ll get along just 
  f ne.” Don’t count on Aelar to save those who can’t 
  save themselves. It’s nature’s way to let the strong 
  survive and the weak perish. He may help his party members out 
  of a deadly situation if they lack the wits or strength themselves, 
  but only the f rst time.
  Roleplaying Aelar
  Aelar does not boast about himself or his achievements, he lets 
  others do that for him. He doesn’t of en start conversations 
  with people, or even continue them once someone has started a 
  conversation with him. Instead, he watches and listens—ever aware 
  of those around him and what’s being said.  
  “An arrow to the chest. If you ask me, it couldn’t have happened 
  to a more deserving target.”
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 15cp, 6sp, T ief Slayer’s Ring
  
  9
  Aelar Oakenheel (level 4)
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 4)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 32 (4d10+4)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving T rows Strength+3, Dexterity +6
  Skills  Acrobatics +6, Athletics +3, Insight +5,  Perception +5, 
  Stealth +6, Survival +5, Flute
  Senses Darkvision 60 f ., Passive Perception 15
  Languages Common, Elvish, Goblin, Orcish, T ieves’ Cant
  Challenge 1 (200 XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only         
  lightly obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Orcs, Goblins). Aelar has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information 
  about them.
  Natural Explorer (Forests). Aelar is particularly adept at 
  traversing his favored terrain and may double his prof ciency 
  bonus when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, dif  cult terrain doesn’t slow his 
  group’s travel, his group can’t get lost except by magical means, 
  he can engage in another activity such as foraging or tracking 
  and remain alert to danger, he can move stealthily at a normal 
  pace if traveling alone, f nds twice as much food as normal while 
  foraging and, when tracking other creatures, he learns their 
  exact number, sizes, and how long ago they passed through 
  the area.
  Fighting Style (Archery). Aelar gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Aelar uses Wisdom as his spellcasting ability 
  (Spell Save DC 13, +5 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 3/day: Alarm, Hail of T orns, Hunter’s Mark
  Horde Breaker. Once per turn, when Aelar makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 f . of the target and within range of 
  his weapon.
  Primeval Awareness. Aelar may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Actions
  Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5f , 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 f ., one 
  creature. Hit: 9 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 8cp, 5sp, 1gp, T ief Slayer’s Ring
  Thief Slayer
  It had been nearly two months of hard work: freezing nights on 
  roof ops and up to his knees in f lth in the sewers, but it had all 
  been worth it. T e information he had gathered—watch schedules, 
  rivalries, fears—meant his plan went of  without a hitch. Af er 
  tonight, T e Vipers would never take out another bounty on him. 
  Last night was hard, but by sunrise twelve of the highest ranking 
  members of the group lay dead. Aelar had used their own 
  techniques against them, making it look like old rivalries had 
  f ared, or treacherous deals had been made. Come the morning 
  the bodies were discovered, and the entire gang dissolved into 
  inf ghting factions. T ose that weren’t killed were now in chains 
  and would doubtless face the hangman. Now there were just a few 
  loose ends to clear up. T ree loose ends to be precise, limping their 
  way through the woods a few miles out from the city: the chief and 
  his last two remaining loyal men. 
  Aelar had been close on their trail throughout the evening and, 
  now that they had stopped to make camp, he had his opportunity. 
  T e chief had taken the f rst watch, staring slumped into the 
  campf re. Aelar nocked an arrow and drew back the string but, 
  just as he leveled his aim, the chief’s face hardened with a sudden 
  resolve. Slowly, he got to his feet, a f ash of f re at his belt as his 
  knife lef  its sheath. Aelar held his breath, but he was seemingly 
  not the chief’s target. Instead, he moved towards his sleeping men, 
  clearly meaning to put to rest any suspicion in his mind that they 
  would turn on him as the others had. 
  Aelar loosed the arrow; the chief grunted as it pierced his chest, 
  and he sank to his knees. T e two men awoke, startled, and 
  reached for their weapons but two arrows piercing their wrists 
  put a stop to such thoughts. T e chief toppled forwards snapping 
  a smoldering log and sending embers f ying, and the men 
  surrendered. 
  Aelar lef  them tied to a tree by the city’s main gate, and ordered 
  them to call for help, “and when it comes,” he told them, “you shall 
  confess your crimes and lead the guard to your camp.”
  As he disappeared into the night, he had a sudden thought. 
  “And tell them T e T ief Slayer sent you.” 
  
  10
  Aelar Oakenheel (level 8)
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 8)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 60 (8d10+8)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving T rows Strength +4, Dexterity +8
  Skills Acrobatics +8, Athletics +4, Insight +6, Perception +6, 
  Stealth +8, Survival +6, Flute
  Senses Darkvision 60f , Passive Perception 16
  Languages Common, Elvish, Goblin, Orcish, Giant, 
  T ieves’ Cant
  Challenge 3 (700 XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only         
  lightly obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage 
  on survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Natural Explorer (Forests, Mountains). Aelar is particularly 
  adept at traversing his favored terrain and may double his 
  prof ciency bonus when making Intelligence or Wisdom checks 
  about such areas. In favored terrain, dif  cult terrain doesn’t 
  slow his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, f nds twice as much food as 
  normal while foraging and, when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Fighting Style (Archery). Aelar gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Aelar uses Wisdom as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 4/day: Alarm, Ensnaring Strike, Hunter’s Mark
  2nd level, 3/day: Lesser Restoration, Pass Without Trace
  Horde Breaker. Once per turn, when Aelar makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 f . of the target and within range of 
  his weapon.
  Primeval Awareness. Aelar may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Steel Will. Aelar has advantage on saving throws against 
  being frightened.
  Land’s Stride. Aelar may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Actions
  Extra Attack. Aelar makes two attacks per Attack action.
  Longsword. Melee Weapon Attack (Versatile): +4 to hit, reach 5f , 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 90sp, 10gp, T ief Slayer’s Ring
  Aelar in Your Game
  Aelar is most likely to be met out in the wilderness, possibly 
  pursuing one of his bounties. He may turn up out of the blue 
  to save the party from a group of ne’er-do-wells he has been 
  tracking, or to help bring them to justice. If the party were to 
  encounter him in a more civilized setting, he is unlikely to start 
  up a conversation, but would respond cordially if spoken to.
  Quest Hook. Aelar sees potential in the player characters and 
  asks them to help him gather intelligence on the leader of a 
  group of ruf  ans by attempting to bluf  their way into the gang. 
  If they are found out, will Aelar come to their rescue, or abandon 
  them to their fate?
  
  11
  Aelar Oakenheel (level 12)
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 12)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 100 (12d10+24)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving T rows Strength +5, Dexterity +9
  Skills Acrobatics +9, Athletics +5, Insight +7, Perception +7, 
  Stealth +9, Survival +7, Flute
  Senses Darkvision 60f , Passive Perception 17
  Languages Common, Elvish, Goblin, Orcish, Giant, 
  T ieves’ Cant
  Challenge 5 (1,800 XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only         
  lightly obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage 
  on survival checks made when tracking his favored enemies, as 
  well as advantage on Intelligence checks to recall information 
  about them.
  Natural Explorer (Forests, Mountains, Swamp). Aelar is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Aelar gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Aelar uses Wisdom as his spellcasting ability 
  (Spell Save DC 15, +7 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 4/day:  Alarm, Ensnaring Strike, Hunter’s Mark
  2nd level, 3/day:  Lesser Restoration, Pass Without Trace
  3rd level, 3/day: Plant Growth, Speak with Plants
  Horde Breaker. Once per turn, when Aelar makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 f . of the target and within range of 
  his weapon.
  Primeval Awareness. Aelar may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Steel Will. Aelar has advantage on saving throws against 
  being frightened.
  Land’s Stride. Aelar may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight. Aelar may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Aelar is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Volley. Aelar can use his action to make a ranged attack against 
  any number of creatures within 10 feet of a point he can see 
  within his weapon’s range. He must have ammunition for each 
  target as normal and he makes a separate attack for each target.
  Actions
  Extra Attack. Aelar makes two attacks per Attack action.
  Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5f , 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 210sp, 30gp, T ief Slayer’s Ring
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 210sp, 30gp, T ief Slayer’s Ring
  
  12
  Aelar Oakenheel (level 16)
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 16)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 132 (16d10+32)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  18 (+4)
  CHA
  8 (–1)
  Saving T rows Strength +6, Dexterity +10
  Skills Acrobatics +10, Athletics +6. Insight +9, Perception +9, 
  Stealth +10, Survival +9, Flute
  Senses Darkvision 60f , Passive Perception 19
  Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, 
  T ieves’ Cant
  Challenge 6 (2,300 XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only         
  lightly obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Forests, Mountains, Swamp). Aelar is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Aelar gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Aelar uses Wisdom as his spellcasting ability 
  (Spell Save DC 15, +7 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 4/day:  Alarm, Ensnaring Strike, Hunter’s Mark
  2nd level, 3/day: Lesser Restoration, Pass Without Trace
  3rd level, 3/day: Plant Growth, Speak with Plants
  4th level, 2/day: Freedom of Movement, Grasping Vine
  Horde Breaker. Once per turn, when Aelar makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 f . of the target and within range of 
  his weapon.
  Primeval Awareness. Aelar may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Steel Will. Aelar has advantage on saving throws against 
  being frightened.
  Land’s Stride. Aelar may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight. Aelar may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Aelar is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Volley. Aelar can use his action to make a ranged attack against 
  any number of creatures within 10 feet of a point he can see 
  within his weapon’s range. He must have ammunition for each 
  target as normal and he makes a separate attack for each target.
  Vanish. Aelar may use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Evasion. When Aelar is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Extra Attack. Aelar makes two attacks per Attack action.
  Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5f , 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage
  Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 300sp, 70gp, T ief Slayer’s Ring
  
  13
  Aelar Oakenheel (level 20)
  Medium Humanoid (Wood Elf), Neutral Good
  Class Ranger (lvl 20)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 14 (Hide)
  Hit Points 164 (20d10+40)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  20 (+5)
  CHA
  8 (–1)
  Saving T rows Strength +7, Dexterity +11
  Skills Acrobatics +11, Athletics +7. Insight +11, Perception 
  +11, Stealth +11, Survival +11, Flute
  Senses Darkvision 60f , Passive Perception 21
  Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, 
  T ieves’ Cant
  Challenge 7 (2,900 XP)
  Fey Ancestry. Aelar has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Aelar does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Mask of the Wild. Aelar may attempt to hide when only         
  lightly obscured by natural phenomenon such as rain.
  Wanderer. Aelar can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Forests, Mountains, Swamp). Aelar is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Aelar gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Aelar uses Wisdom as his spellcasting ability 
  (Spell Save DC 15, +7 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 4/day:  Alarm, Ensnaring Strike, Hunter’s Mark
  2nd level, 3/day:  Lesser Restoration, Pass Without Trace
  3rd level, 3/day: Plant Growth, Speak with Plants
  4th level, 3/day: Freedom of Movement, Grasping Vine
  5th level, 2/day: Locate Creature, Swif  Quiver
  Horde Breaker. Once per turn, when Aelar makes a weapon 
  attack against a creature, he may make another attack against 
  another creature within 5 f . of the target and within range of 
  his weapon.
  Primeval Awareness. Aelar may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Steel Will. Aelar has advantage on saving throws against 
  being frightened.
  Land’s Stride. Aelar may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight. Aelar may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Aelar is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Volley. Aelar can use his action to make a ranged attack against 
  any number of creatures within 10 feet of a point he can see 
  within his weapon’s range. He must have ammunition for each 
  target as normal and he makes a separate attack for each target.
  Vanish. Aelar may use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Evasion. When Aelar is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Feral Senses. When Aelar attacks a creature he can’t see, his 
  inability to see it doesn’t impose disadvantage on his attack 
  roll against it. He is also aware of the location of any invisible 
  creature within 30 f . of him, provided the creature is not hidden 
  from him and he is not blinded of deafened
  Foe Slayer. Once per turn, Aelar can add his Wisdom modif er 
  to the attack roll or the damage roll of an attack he makes 
  against one of his favored enemies. He can choose to use this 
  feature before or af er the roll but before any ef ects of the roll 
  are applied.
  Actions
  Extra Attack. Aelar makes two attacks per Attack action.
  Longsword. Melee Weapon Attack (Versatile): +7 to hit, reach 5f , 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with 
  20 arrows. 300sp, 120gp, T ief Slayer’s Ring
  
  14
  Aticus Greenmoss
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 1)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 14 (Leather)
  Hit Points 9 (1d8+1)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Charisma +5
  Skills Acrobatics +5, History +2, Insight +3, Performance +5,  
  Persuasion +5, Disguise Kit, Flute
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 1/2 (100 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the 
  new result.
  Brave. Aticus has advantage on saving 
  throws against being frightened.
  Half ing Nimbleness. Aticus can move 
  through a space occupied by a creature 
  that is larger than him.
  Naturally Stealthy. Aticus can attempt to 
  hide even when he’s only obscured by a 
  creature at least one size bigger than him.
  By Popular Demand. Aticus can always 
  f nd a place to perform, and can expect 
  free food and lodging at the venue for 
  each performance day.
  Spellcasting. Aticus uses Charisma as his 
  spellcasting ability (Spell Save DC 13, +5 
  to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Minor Illusion, Prestidigitation
  1st level 2/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  Bardic Inspiration (d6). Aticus can use his bonus action to give 
  a creature within 60 f . his bardic inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  number rolled to one ability check, attack roll, or saving throw it 
  makes. Aticus can use bardic inspiration 3 times per day.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Overview
  Aticus was born and raised in a beautiful green country, in a 
  small village of lightfoot half ings. He and his parents, along with 
  four brothers and one sister, lived quite comfortably in their vast 
  burrow and Aticus had little care for the world of the big folk. 
  T at was, until one day when a traveling merchant came to town 
  to trade with the little folk. Promising that Aticus would have 
  astounding tales to relate on his return, the merchant convinced 
  the eager half ing to accompany him during his travels.
  Aticus’ parents were against his leaving, forbidding it, which only 
  made Aticus want to leave even more. He lef  one night through 
  his bedroom window, taking with him only a few items, most 
  importantly, his grandfather’s f ute. Ever since, he’s been f nding 
  work as an entertainer in various taverns and inns across the 
  land, longing to one day return home with a fortune beyond 
  imagination to prove his parents wrong.
  Personality Traits
  “T at reminds me of when...” Aticus knows a story for almost 
  every situation, even if he embellishes the details a bit. He’s not 
  opposed to lying if it makes for a good story. Not easily insulted, he 
  uses his small stature to his advantage from time to time. 
  Ideals
  “Come! Sit! Drink! Let me play you a tune!” 
  Aticus is a people person. He likes seeing the 
  smiles on peoples’ faces when he performs. He longs 
  for bigger and better things, but doesn’t want to let 
  down his current employers.
  Bonds
  “T is? Oh, it’s just my little piece of home.” His f ute is 
  his most treasured possession; it reminds him of his 
  grandfather, who was also an entertainer. Sometimes, 
  he regrets ever leaving his family behind.
  Flaws
  “I suppose one more little ditty won’t hurt...” 
  Despite his best ef orts he is unreliable, of en 
  choosing a gig and a chance at riches over his 
  friends. T is has lef  him with very few of them to 
  speak of. He has a hard time saying no when it comes to 
  performing, not only because of the money, but for the 
  attention as well. His outlandish claims have caused 
  people to question his stories more than once.
  Roleplaying Aticus
  Although barely twenty years old, his life has been f lled with 
  countless interesting people, who all had their own tales to 
  tell. Of course he doesn’t always know or remember every 
  detail when he comes to retell them, so he of en shif s the topic 
  of the conversation to himself, or an experience that he had, or 
  merges them with other stories that he heard second hand. T is is 
  not out of self shness, but rather a desire to entertain people. 
  He would never go out of his way to steal from someone, but if he 
  happened to f nd a lost coin purse, he would be very conf icted on 
  whether to seek out its owner or consider it an extra tip.
  Most folk pay him little mind, considering him more of an oddity 
  than anyone of worth. He uses this to his advantage so as to avoid 
  too much attention from the less than reputable folk that he of en 
  performs for. Af er all, when a thief thinks him penniless, they’re 
  not likely to make him their mark.
  “If it’s a story worth telling, I’ll tell it, 
  even if I have to fudge the details.”
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 23cp, 5sp, 1gp.
   If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the 
   Aticus has advantage on saving 
   Aticus can move 
  through a space occupied by a creature 
   Aticus can attempt to 
  hide even when he’s only obscured by a 
  creature at least one size bigger than him.
  Aticus can always 
  f nd a place to perform, and can expect 
  free food and lodging at the venue for 
   Aticus uses Charisma as his 
  spellcasting ability (Spell Save DC 13, +5 
  to hit with spell attacks). He may cast the 
  inor Illusion, Prestidigitation
  Charm Person, Comprehend Languages, Cure 
  Aticus can use his bonus action to give 
  a creature within 60 f . his bardic inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  “Come! Sit! Drink! Let me play you a tune!” 
  Aticus is a people person. He likes seeing the 
  smiles on peoples’ faces when he performs. He longs 
  for bigger and better things, but doesn’t want to let 
  down his current employers.
  Bonds
  “T is? Oh, it’s just my little piece of home.” His f ute is 
  his most treasured possession; it reminds him of his 
  grandfather, who was also an entertainer. Sometimes, 
  he regrets ever leaving his family behind.
  Flaws
  “I suppose one more little ditty won’t hurt...” 
  Despite his best ef orts he is unreliable, of en 
  choosing a gig and a chance at riches over his 
  friends. T is has lef  him with very few of them to 
  speak of. He has a hard time saying no when it comes to 
  performing, not only because of the money, but for the 
  attention as well. His outlandish claims have caused 
  people to question his stories more than once.
  Roleplaying Aticus
  Although barely twenty years old, his life has been f lled with 
  countless interesting people, who all had their own tales to 
  tell. Of course he doesn’t always know or remember every 
  detail when he comes to retell them, so he of en shif s the topic 
  
  15
  Aticus Greenmoss  (Level 4)
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 4)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 14 (Leather)
  Hit Points 27 (4d8+4)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  18 (+4)
  Saving T rows Dexterity +5, Charisma +6
  Skills Acrobatics +5, History +2, Insight +3, Investigation +4, 
  Performance +8,  Persuasion +8, Sleight of Hand +5, Stealth +5, 
  Disguise Kit, Flute
  Senses Passive Perception 12
  Languages Common, Half ing
  Challenge 1 (200 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Brave. Aticus has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Aticus can move through a space 
  occupied by a creature that is larger than him.
  Naturally Stealthy. Aticus can attempt to hide even when he’s 
  only obscured by a creature at least one size bigger than him.
  By Popular Demand. Aticus can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Spellcasting. Aticus uses Charisma as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Enthrall, Phantasmal Force, Suggestion
  Bardic Inspiration (d6). Aticus can use his bonus action to give 
  a creature within 60 f . his bardic inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  number rolled to one ability check, attack roll, or saving throw it 
  makes. Aticus can use bardic inspiration 4 times per day
  Jack of all Trades. Aticus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Aticus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Aticus can use his Song of Rest to allow each creature to 
  regain an additional 1d6 HP.
  Expertise (Performance, Persuasion). Aticus adds double his 
  prof ciency bonus to skill checks he has expertise with. 
  Cutting Words. When a creature that Aticus can see within 60 
  f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 15cp, 15sp, 2gp.
  Storyteller
  T is is it, Aticus thought as he stumped up the track af er his 
  companions, this will be a tale worth telling. 
  He hadn’t exactly been unhappy with his progress in the years 
  since he lef  home, but he hadn’t been exactly satisf ed either. By 
  now he expected to be performing on stages with more renown 
  and audience than taverns and inns. T at said, it was in a tavern 
  that the opportunity for this little adventure had come up, so he 
  couldn’t complain. 
   “I’ll wager you fellows are glad you ran into me,” he puf ed as 
  his little legs worked to keep up, “I’ve more than a little treasure-
  hunting experience myself, in fact, that reminds me of one time-”
   “Let’s save some stories for when we make camp, eh?” snapped 
  Rhona, the leader of the band of soldiers-turned-treasure-hunters. 
  Rhona looked weary and short-tempered, despite Aticus doing his 
  best to keep up spirits with stories and songs but, he reasoned, it 
  had been a long day of travel.  
  As the path they were following approached a river crossing, a 
  voice called out from the rocks ahead of them, ordering them to 
  stop. A group of half a dozen f gures stepped into view.
   “T ere’s a toll for this bridge,” said a rough-looking fellow Aticus 
  had a sneaking suspicion was not a bridge warden.  
   “Is that right?” Rhona looked ready to draw her sword. 
   “Give us everything you’ve got and you can cross, or-”
   “You could kill us all and take our valuables, it’s true,” cut in 
  Aticus, sidling into the front of the group. “It would be easy. A 
  trif e really, wouldn’t it, friends?” 
  He looked towards his companions for assurance, but they were 
  staring at him blankly. 
   “T at’s right,” he continued regardless, “we’re outmatched and 
  outnumbered,” possibly over-doing it a bit, “anyway, the point is you 
  shouldn’t. If you kill us, you’ll be passing up the opportunity of a 
  life time. We are on an expedition to ruins teeming with plunder 
  and, what’s more, we’ve been of ered a rich reward upon our return 
  with a few choice artifacts, which I’m sure we could split to our 
  mutual satisfaction.”
  T ere was a pregnant pause. Af er mulling it over, the bandit 
  sheathed his weapon.
   “‘Teeming with plunder’, you say?”
  
  16
  Aticus Greenmoss (Level 8)
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 8)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 14 (Leather)
  Hit Points 51 (8d8+8)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +6, Charisma +8
  Skills Acrobatics +6, History +3, Insight +3, Performance +11,  
  Persuasion +11, Sleight of Hand +6, Stealth +6, Disguise Kit, Flute
  Senses Passive Perception 12
  Languages Common, Half ing
  Challenge 2 (450 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Brave. Aticus has advantage on saving throws against being 
  frightened.
  Half ing Nimbleness. Aticus can move through a space 
  occupied by a creature that is larger than him.
  Naturally Stealthy. Aticus can attempt to hide even when he’s 
  only obscured by a creature at least one size bigger than him.
  By Popular Demand. Aticus can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Spellcasting. Aticus uses Charisma as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Detect T oughts, Enthrall, Phantasmal Force, 
  Suggestion
  3rd level 3/day: Counterspell, Fireball, Hypnotic Pattern
  4th level 2/day: Confusion, Greater Invisibility
  Bardic Inspiration (d8). Aticus can use his bonus action to give 
  a creature within 60 f . his bardic inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  number rolled to one ability check, attack roll, or saving throw it 
  makes. Aticus can use bardic inspiration 5 times per day.
  Jack of all Trades. Aticus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Aticus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Aticus can use his Song of Rest to allow each creature to 
  regain an additional 1d6 HP.
  Expertise (Performance, Persuasion). Aticus adds double his 
  prof ciency bonus to skill checks he has expertise with. 
  Cutting Words. When a creature that Aticus can see within 60 
  f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Aticus regains all uses of his bardic 
  inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Aticus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Dagger. Ranged Weapon Attack: +6 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 21sp, 7gp.
  Aticus in Your Game
  T e party is most likely to meet Aticus in a tavern, performing. 
  He is eager to speak to adventurers to hear details of their 
  exploits he can spin into a legendary tale, so will seek out the 
  player characters if he hears they are nearby. Due to his love of 
  stories, Aticus can be counted on if the party needs to gather 
  information or rumors, but he can’t always be relied upon for the 
  details...
  Quest Hook. T e rumor of a legendary artifact is on every 
  townsperson’s lips; Aticus has spun an incredible tale, and is 
  happy to f ll in any extra details for an interested party. Does the 
  truth live up to the legend? Well, that’s up to you! 
  
  17
  Aticus Greenmoss (Level 12)
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 12)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 14 (Leather)
  Hit Points 75 (12d8+12)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +7, Charisma +9
  Skills Acrobatics +11, History +4, Insight +6, Performance +13,  
  Persuasion +13, Sleight of Hand +11, Stealth +7, Disguise Kit, Flute
  Senses Passive Perception 14
  Languages Common, Half ing
  Challenge 3 (700 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Brave. Aticus has advantage on saving throws against being 
  frightened.
  Half ing Nimbleness. Aticus can move through a space 
  occupied by a creature that is larger than him.
  Naturally Stealthy. Aticus can attempt to hide even when he’s 
  only obscured by a creature at least one size bigger than him.
  By Popular Demand. Aticus can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Spellcasting. Aticus uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious 
  Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Detect T oughts, Enthrall, Phantasmal Force, 
  Suggestion
  3rd level 3/day: Counterspell, Fireball, Hypnotic Pattern
  4th level 3/day: Confusion, Dimension Door, Greater Invisibility
  5th level 2/day: Animate Objects, Mass Cure Wounds
  6th level 1/day: Otto’s Irresistible Dance
  Bardic Inspiration (d10). Aticus can use his bonus action to 
  give a creature within 60 f . his bardic inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Aticus can use bardic inspiration 5 times 
  per day.
  Jack of all Trades. Aticus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d8). During a short rest, when Aticus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Aticus can use his Song of Rest to allow each creature to 
  regain an additional 1d8 HP.
  Expertise (Acrobatics, Performance, Persuasion, Sleight of 
  Hand). Aticus adds double his prof ciency bonus to skill checks 
  he has expertise with. 
  Cutting Words. When a creature that Aticus can see within 60 
  f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Aticus regains all uses of his bardic 
  inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Aticus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Actions
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 24sp, 16gp.
  
  18
  Aticus Greenmoss (Level 16)
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 16)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 14 (Leather)
  Hit Points 115 (16d8+32)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +8, Charisma +10
  Skills Acrobatics +13, History +5, Insight +7, Performance +15,  
  Persuasion +15, Sleight of Hand +13, Stealth +8, Disguise Kit, Flute
  Senses Passive Perception 14
  Languages Common, Half ing
  Challenge 5 (1,800 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Brave. Aticus has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Aticus can move through a space 
  occupied by a creature that is larger than him.
  Naturally Stealthy. Aticus can attempt to hide even when he’s 
  only obscured by a creature at least one size bigger than him.
  By Popular Demand. Aticus can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Spellcasting. Aticus uses Charisma as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious 
  Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self, Heroism, Identify
  2nd level 3/day: Detect T oughts, Enthrall, Phantasmal Force, 
  Suggestion
  3rd level 3/day: Calm Emotions, Counterspell, Fireball, Hypnotic 
  Pattern, Sending
  4th level 3/day: Confusion, Dimension Door, Greater Invisibility
  5th level 2/day: Animate Objects, Legend Lore, Mass Cure 
  Wounds
  6th level 1/day: Mass Suggestion, Otto’s Irresistible Dance
  7th level 1/day: Project Image, Symbol
  8th level 1/day: Power Word Stun
  Bardic Inspiration (d12). Aticus can use his bonus action to 
  give a creature within 60 f . his bardic inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Aticus can use bardic inspiration 5 times 
  per day.
  Jack of all Trades. Aticus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d10). During a short rest, when Aticus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Aticus can use his Song of Rest to allow each creature to 
  regain an additional 1d10 HP.
  Expertise (Acrobatics, Performance, Persuasion, Sleight of 
  Hand). Aticus adds double his prof ciency bonus to skill checks 
  he has expertise with. 
  Cutting Words. When a creature that Aticus can see within 60 
  f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Aticus regains all uses of his bardic 
  inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Aticus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Peerless Skill. When Aticus makes an ability check, he can 
  expend one use of Bardic Inspiration to roll a Bardic Inspiration 
  die and add the number rolled to his ability check. He can 
  choose to do so af er the roll but before the DM tells him 
  whether he succeeds or fails.
  Actions
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 24sp, 130gp.
  
  19
  Aticus Greenmoss (Level 20)
  Small Humanoid (Lightfoot Half ing), Neutral Good
  Class Bard (lvl 20)
  Background Entertainer
  Occupation Instrumentalist
  Armor Class 15 (Leather)
  Hit Points 143 (20d8+40)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  19 (+4)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Charisma +11
  Skills Acrobatics +16, History +6, Insight +8, Performance +17,  
  Persuasion +17, Sleight of Hand +16, Stealth +10, Disguise Kit, Flute
  Senses Passive Perception 15
  Languages Common, Half ing
  Challenge 6 (2,300 XP)
  Lucky. If Aticus rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must take the new result.
  Brave. Aticus has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Aticus can move through a space 
  occupied by a creature that is larger than him.
  Naturally Stealthy. Aticus can attempt to hide even when he’s 
  only obscured by a creature at least one size bigger than him.
  By Popular Demand. Aticus can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Spellcasting. Aticus uses Charisma as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious 
  Mockery, Heroism, Identify
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Detect T oughts, Enthrall, Phantasmal Force, 
  Suggestion
  3rd level 3/day: Calm Emotions, Counterspell, Fireball, Hypnotic 
  Pattern, Sending
  4th level 3/day: Confusion, Dimension Door, Greater Invisibility
  5th level 3/day: Animate Objects, Legend Lore, Mass Cure 
  Wounds
  6th level 2/day: Mass Suggestion, Otto’s Irresistible Dance
  7th level 2/day: Prismatic Spray, Project Image, Symbol
  8th level 1/day: Dominate Monster, Power Word Stun
  9th level 1/day: Power Word Heal
  Bardic Inspiration (d12). Aticus can use his bonus action to 
  give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Aticus can use Bardic Inspiration 5 times 
  per day.
  Jack of all Trades. Aticus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d12). During a short rest, when Aticus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Aticus can use his Song of Rest to allow each creature to 
  regain an additional 1d12 HP.
  Expertise (Acrobatics, Performance, Persuasion, Sleight of 
  Hand). Aticus adds double his prof ciency bonus to skill checks 
  he has expertise with. 
  Cutting Words. When a creature that Aticus can see within 60 
  f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Aticus regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Aticus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Peerless Skill. When Aticus makes an ability check, he can 
  expend one use of Bardic Inspiration to roll a Bardic Inspiration 
  die and add the number rolled to his ability check. He can 
  choose to do so af er the roll but before the DM tells him 
  whether he succeeds or fails.
  Superior Inspiration. When Aticus rolls initiative, if he has no 
  uses of Bardic Inspiration lef , he regains one use. 
  Actions
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d8 + 4) piercing damage.
  Dagger. Ranged Weapon Attack: +10 to hit, range 20/60 f ., one 
  creature. Hit: 6 (1d4 + 4) piercing damage.
  Weapons, Armor & Items
  Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone 
  Flute, 50sp, 140gp.
  
  20
  Cogrin Heavyfist
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 1)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 11
  Hit Points 14 (1d12+2)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  9 (–1)
  CON
  15 (+2)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +5, Constitution +4
  Skills Animal Handling +2, Athletics +5, Intimidation +4, 
  Survival +2, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Rustic Hospitality. Commoners will happily accept 
  Cogrin if he has need of shelter, food or 
  rest. T ey won’t risk their lives for him, 
  but will shield him from any pursuers 
  if they are able.
  Rage. Twice per day, on 
  his turn, Cogrin can enter 
  a rage as a bonus action. 
  He gains advantage on 
  Strength checks and Strength saving 
  throws, a +2 bonus to damage 
  when making Strength based melee 
  attacks, and resistance to bludgeoning, piercing, 
  and slashing damage. Rage lasts for 1 minute; it 
  ends early if his turn ends and he hasn’t attacked 
  a hostile creature since his last turn or taken 
  damage since then. He can also choose to end 
  his rage early as a bonus action. Rage recharges 
  af er a long rest.
  Actions
  Greatsword. Melee Weapon Attack: +5 to 
  hit, reach 5 f ., one creature. Hit: 13 (2d6 + 5) 
  slashing damage.
  Javelin. Ranged Weapon Attack: +5 to hit, range 
  30/120 f ., one creature. Hit: 7 (1d6 + 3) 
  piercing damage.
  Overview
  Cogrin’s father taught him the art of 
  swordplay from an early age, imparting all of his own knowledge 
  to his son. On his sixteenth birthday, he was given a masterfully 
  craf ed greatsword which his father had spent weeks forging, 
  balancing, sharpening, and polishing. It was a thing to behold, and 
  he was grateful. Cogrin’s people were natural warriors, but only 
  ever meant to defend what was theirs; their land and their families.
  T e village lived in relative peace for many years until one day, 
  when Cogrin and his uncle were hunting in the forest for deer 
  and small game, they spied a troop of half a dozen vagabonds, 
  scurrying through the forest with a common purpose: a scouting 
  party, his uncle thought. T ey were headed toward Cogrin’s village, 
  each of them heavily armed and ready for battle.
  Cogrin and his uncle intercepted the group and slew every one 
  of them, by bow and by sword. It was the f rst time his blade had 
  tasted human blood. When they returned to their village they 
  found it ablaze. T eir families were either slain or taken, along 
  with anything valuable. Cogrin found his father’s body near his 
  forge, pierced with many arrows and laying in a circle of slain foes. 
  His sword was missing, as was Cogrin’s mother.
  Personality Traits
  “Talk is cheap.” Cogrin judges people by their actions, not their 
  words. He has little patience for folk who speak too much, or 
  refuse to pay other folk proper respect. He does not hide his 
  emotions, expressing his thoughts and feelings without care for 
  who he might of end.
  Ideals
  “We are all born free.” He values freedom 
  above all other things in life. Tyrants must 
  not be allowed to oppress people, he will gladly be 
  part of any plan that involves disrupting their schemes.
  Bonds
  “I will f nd her. One day.” He is constantly on 
  the move, searching for any sign of his mother 
  and the villains who took her. He has a deeply 
  ingrained desire to protect those who cannot 
  protect themselves. 
  Flaws
  “I’ll tell you when I’ve had enough!” 
  He has a weakness for vices of the city, 
  especially hard drink and easy women. 
  He’s been the instigator in more than a 
  few tavern brawls. He uses his great size 
  to intimidate people more of en than he 
  should, and of en regrets his actions 
  in retrospect.
  Roleplaying Cogrin
  Cogrin has two very dif erent 
  personalities. Around men, he is gruf  
  and quick to accept, or issue, a challenge. 
  He will speak his mind, even going so far 
  as to put another man’s reputation and honor into 
  question publicly. Around women, he is respectful 
  and chivalrous. A gentle hulk, whose reputation 
  among the fairer sex may actually be more wide 
  spread than it is among men who either fear or 
  admire him.
  He is not above stealing what he needs to 
  survive and rarely has any money to pay for goods and services. He 
  has been known to sneak into a haylof  for a good night’s rest if he 
  can’t f nd a free room in the local inn. 
  In combat, Cogrin will not back down to insurmountable odds, 
  believing that he will be victorious over evil no matter what. He 
  prefers to meet his enemies head on, but his experience in battle 
  prevents him from passing up an attack of opportunity.
  “Hm.”
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  
  21
  Cogrin Heavyfist (Level 4)
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 4)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 11
  Hit Points 41 (4d12+8)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  9 (–1)
  CON
  15 (+2)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +6, Constitution +4
  Skills Animal Handling +2, Athletics +6, Intimidation +4, 
  Survival +2, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Rustic Hospitality. Commoners will happily accept Cogrin if 
  he has need of shelter, food or rest. T ey won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Rage. T ree times per day, on his turn, Cogrin can enter a rage 
  as a bonus action. He gains advantage on Strength checks and 
  Strength saving throws, a +2 bonus to damage when making 
  Strength based melee attacks, and resistance to bludgeoning, 
  piercing, and slashing damage. Rage lasts for 1 minute; it ends 
  early if his turn ends and he hasn’t attacked a hostile creature 
  since his last turn or taken damage since then. He can also 
  choose to end his rage early as a bonus action. Rage recharges 
  af er a long rest.
  Reckless Attack. When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Danger Sense. Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suf ers one level of exhaustion.
  Actions
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 f ., one 
  creature. Hit: 14 (2d6 + 6) slashing damage.
  Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 f ., one 
  creature. Hit: 8 (1d6 + 4) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  Diplomat
  T e more he looked, the more he was sure that it was his father’s 
  sword. T e man carrying it was not his father, not of his village - he 
  had no right to bear his steel. 
  Cogrin took another swig of beer and signaled to Martha for more. 
  Most of the tavern’s patrons were giving him the sideways glances 
  he was used to receiving, but this fellow with his father’s sword, 
  and the two rough-looking cronies sitting with him, paid him no 
  heed in their arrogance. 
  T ree men. He was reluctant to start a f ght here. He thought of 
  Martha, Rosalind, Bess and the others. T ey could pour a decent 
  pint and he was fond of their pleasurable company. T ey would be 
  sore displeased if he wrecked the place again, not to mention they 
  could get hurt.
  T ough more used to using Skera to solve his problems and 
  grievances, he knew he could talk down three men. Rising to his 
  considerable height, he made towards their table with strides twice 
  that of most men. 
  As he crossed the f oor his battle-senses twitched as he felt the 
  eyes that had been warily glancing his way were now directly and 
  unf inchingly trained on him. Soon enough, behind and to the 
  sides, he heard the scraping of stools as more men got to their feet 
  to surround him. 
  A few daggers, a mace, two shortswords, an axe, and his father’s 
  blade. Little armor between them but a few scraps of mail. He 
  could handle it. Martha emerged with his drink; he glared at her 
  and she scurried into the back room. 
  He couldn’t talk down eight men. Only one thing for it. He snif ed. 
   “If any of you want to leave,” he said, his hand reaching up for 
  Skera’s hilt, “do it now.”
  
  22
  Cogrin Heavyfist (Level 8)
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 8)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 11
  Hit Points 77 (8d12+16)
  Speed 40 f .
  STR
  20 (+5)
  DEX
  9 (–1)
  CON
  15 (+2)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +8, Constitution +5
  Skills Animal Handling +3, Athletics +8, Intimidation +5, 
  Survival +3, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Rustic Hospitality. Commoners will happily accept Cogrin if 
  he has need of shelter, food or rest. T ey won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Rage. Four times per day, on his turn, Cogrin can enter a rage 
  as a bonus action. He gains advantage on Strength checks and 
  Strength saving throws, a +2 bonus to damage when making 
  Strength based melee attacks, and resistance to bludgeoning, 
  piercing, and slashing damage. Rage lasts for 1 minute; it ends 
  early if his turn ends and he hasn’t attacked a hostile creature 
  since his last turn or taken damage since then. He can also 
  choose to end his rage early as a bonus action. Rage recharges 
  af er a long rest.
  Reckless Attack. When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Danger Sense. Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suf ers one level of exhaustion.
  Mindless Rage. Cogrin can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened the ef ect 
  is suspended for the duration of the rage.
  Feral Instinct. Cogrin has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated he may act normally during his f rst turn but only 
  if he enters a rage before doing anything else.
  Actions
  Extra Attack. Cogrin can attack twice with each Attack action.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 f ., one 
  creature. Hit: 15 (2d6 + 7) slashing damage.
  Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  Cogrin in Your Game
  T e party is most likely to f nd Cogrin in his cups, halfway 
  through a barrel of the tavern’s cheapest ale. It is entirely 
  probable he will challenge the strongest-looking party member 
  to a f st f ght or, at least, a friendly drinking contest (if not both). 
  Cogrin may of er his services to the player characters if they 
  have the coin, especially if there are women in the party who 
  ‘need protection’.
  Quest Hook. Cogrin enlists the party’s help to track down the 
  bandits who destroyed his village. Upon investigating his leads, 
  it gradually becomes clear that the bandits he seeks are long 
  gone. Unbeknownst to Cogrin, he slew them years ago, thinking 
  they were just another band of villains. How does the barbarian 
  react to the news that his revenge has already been carried out, 
  and in such an unsatisfactory manner? 
  
  23
  Cogrin Heavyfist (Level 12)
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 12)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 13
  Hit Points 125 (12d12+36)
  Speed 40 f .
  STR
  20 (+5)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +9, Constitution +7
  Skills Animal Handling +4, Athletics +9, Intimidation +6, 
  Survival +4, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Rustic Hospitality. Commoners will happily accept Cogrin if 
  he has need of shelter, food or rest. T ey won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Rage. Five times per day, on his turn, Cogrin can enter a rage 
  as a bonus action. He gains advantage on Strength checks and 
  Strength saving throws, a +3 bonus to damage when making 
  Strength based melee attacks, and resistance to bludgeoning, 
  piercing, and slashing damage. Rage lasts for 1 minute; it ends 
  early if his turn ends and he hasn’t attacked a hostile creature 
  since his last turn or taken damage since then. He can also 
  choose to end his rage early as a bonus action. Rage recharges 
  af er a long rest.
  Reckless Attack. When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Danger Sense. Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suf ers one level of exhaustion.
  Mindless Rage. Cogrin can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened the ef ect 
  is suspended for the duration of the rage.
  Feral Instinct. Cogrin has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated he may act normally during his f rst turn but only 
  if he enters a rage before doing anything else.
  Brutal Critical. When Cogrin scores a melee critical hit he may 
  roll one additional weapon damage die when determining the 
  extra damage.
  Intimidating Presence. Cogrin can use his action to frighten 
  someone with his menacing presence. He can choose one 
  creature within 30 f . which can see or hear him. T at creature 
  must succeed on a Wisdom saving throw (DC 14) or be 
  frightened until the end of Cogrin’s next turn. He can use 
  his action to extend this condition. T e creature stops being 
  frightened if it ends its turn out of line of sight or more than 
  60f . away from Cogrin. If it succeeds on its saving throw, 
  Cogrin cannot use this feature on that creature again for 
  24 hours. 
  Relentless Rage. If Cogrin drops below 0 hit points while raging 
  and doesn’t die outright, he can make a DC 10 Constitution 
  saving throw. If he succeeds he drops to 1 hit point instead. Each 
  time he uses this feature af er the f rst, the DC increases by 5. 
  When he f nishes a long or short rest the DC resets to 10.
  Actions
  Extra Attack. Cogrin can attack twice with each Attack action.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 f ., one 
  creature. Hit: 15 (2d6 + 7) slashing damage.
  Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  
  24
  Cogrin Heavyfist (Level 16)
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 16)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 14
  Hit Points 181 (16d12+64)
  Speed 40 f .
  STR
  20 (+5)
  DEX
  10 (+0)
  CON
  18 (+4)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +10, Constitution +9
  Skills Animal Handling +5, Athletics +10, Intimidation +7, 
  Survival +5, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 7 (2,900 XP)
  Rustic Hospitality. Commoners will happily accept Cogrin if 
  he has need of shelter, food or rest. T ey won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Rage. Five times per day, on his turn, Cogrin can enter a rage 
  as a bonus action. He gains advantage on Strength checks and 
  Strength saving throws, a +4 bonus to damage when making 
  Strength based melee attacks, and resistance to bludgeoning, 
  piercing, and slashing damage. Rage lasts for 1 minute; he can 
  choose to end his rage early as a bonus action. Rage recharges 
  af er a long rest.
  Reckless Attack. When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Danger Sense. Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suf ers one level of exhaustion.
  Mindless Rage. Cogrin can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened the ef ect 
  is suspended for the duration of the rage.
  Feral Instinct. Cogrin has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated he may act normally during his f rst turn but only 
  if he enters a rage before doing anything else.
  Brutal Critical. When Cogrin scores a melee critical hit he may 
  roll two additional weapon damage die when determining the 
  extra damage.
  Intimidating Presence. Cogrin can use his action to frighten 
  someone with his menacing presence. He can choose one 
  creature within 30 f . which can see or hear him. T at creature 
  must succeed on a Wisdom saving throw (DC 15) or be 
  frightened until the end of Cogrin’s next turn. He can use 
  his action to extend this condition. T e creature stops being 
  frightened if it ends its turn out of line of sight or more than 
  60f . away from Cogrin. If it succeeds on its saving throw, 
  Cogrin cannot use this feature on that creature again for 
  24 hours. 
  Relentless Rage. If Cogrin drops below 0 hit points while raging 
  and doesn’t die outright, he can make a DC 10 Constitution 
  saving throw. If he succeeds he drops to 1 hit point instead. Each 
  time he uses this feature af er the f rst, the DC increases by 5. 
  When he f nishes a long or short rest the DC resets to 10.
  Retaliation. When Cogrin takes damage from a creature within 
  5 f . of him, he can use his reaction to make a melee attack 
  against that creature.
  Persistent Rage. Cogrin’s rage only ends early if he falls 
  unconscious or chooses to end it.
  Actions
  Extra Attack. Cogrin can attack twice with each Attack action.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5 f ., one 
  creature. Hit: 15 (2d6 + 7) slashing damage.
  Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  
  25
  Cogrin Heavyfist (Level 20)
  Medium Humanoid (Human), Chaotic Good
  Class Barbarian (lvl 20)
  Background Folk Hero
  Occupation Blacksmith
  Armor Class 17
  Hit Points 285 (20d12+140)
  Speed 40 f .
  STR
  24 (+7)
  DEX
  10 (+0)
  CON
  24 (+7)
  INT
  13 (+1)
  WIS
  11 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +13, Constitution +13
  Skills Animal Handling +6, Athletics +13, Intimidation +8, 
  Survival +6, Smith’s Tools, Land Vehicles
  Senses Passive Perception 10
  Languages Common, Dwarvish
  Challenge 11 (7,200 XP)
  Rustic Hospitality. Commoners will happily accept Cogrin if 
  he has need of shelter, food or rest. T ey won’t risk their lives for 
  him, but will shield him from any pursuers if they are able.
  Rage. On his turn, Cogrin can enter a rage as a bonus action. He 
  gains advantage on Strength checks and Strength saving throws, 
  a +4 bonus to damage when making Strength based melee 
  attacks, and resistance to bludgeoning, piercing, and slashing 
  damage. Rage lasts for 1 minute; he can choose to end his rage 
  early as a bonus action. T ere is no limit to the amount of times 
  Cogrin can rage. 
  Reckless Attack. When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Danger Sense. Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  not blinded, deafened, or incapacitated. 
  Frenzy. When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  ends he suf ers one level of exhaustion.
  Mindless Rage. Cogrin can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened the ef ect 
  is suspended for the duration of the rage.
  Feral Instinct. Cogrin has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated he may act normally during his f rst turn but only 
  if he enters a rage before doing anything else.
  Brutal Critical. When Cogrin scores a melee critical hit he may 
  roll three additional weapon damage die when determining the 
  extra damage.
  Intimidating Presence. Cogrin can use his action to frighten 
  someone with his menacing presence. He can choose one 
  creature within 30 f . which can see or hear him. T at creature 
  must succeed on a Wisdom saving throw (DC 16) or be 
  frightened until the end of Cogrin’s next turn. He can use 
  his action to extend this condition. T e creature stops being 
  frightened if it ends its turn out of line of sight or more than 
  60f . away from Cogrin. If it succeeds on its saving throw, 
  Cogrin cannot use this feature on that creature again for 
  24 hours. 
  Relentless Rage. If Cogrin drops below 0 hit points while raging 
  and doesn’t die outright, he can make a DC 10 Constitution 
  saving throw. If he succeeds he drops to 1 hit point instead. Each 
  time he uses this feature af er the f rst, the DC increases by 5. 
  When he f nishes a long or short rest the DC resets to 10.
  Retaliation. When Cogrin takes damage from a creature within 
  5 f . of him, he can use his reaction to make a melee attack 
  against that creature.
  Persistent Rage. Cogrin’s rage only ends early if he falls 
  unconscious or chooses to end it.
  Indomitable Might. If Cogrin’s total for a Strength check is less 
  than his Strength score he can use that score in place of his total.
  Actions
  Extra Attack. Cogrin can attack twice with each Attack action.
  Greatsword. Melee Weapon Attack: +13 to hit, reach 5 f ., one 
  creature. Hit: 17 (2d6 + 9) slashing damage.
  Javelin. Ranged Weapon Attack: +13 to hit, range 30/120 f ., one 
  creature. Hit: 11 (1d6 + 7) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  25
  gains advantage on Strength checks and Strength saving throws, 
  a +4 bonus to damage when making Strength based melee 
  attacks, and resistance to bludgeoning, piercing, and slashing 
  damage. Rage lasts for 1 minute; he can choose to end his rage 
  early as a bonus action. T ere is no limit to the amount of times 
   When making his f rst attack on his turn, 
  Cogrin may choose to attack recklessly, giving him advantage 
  on all Strength-based attacks during his turn, but granting 
  advantage to all attacks made against him until his next turn.  
  Cogrin has advantage on Dexterity saving throws 
  against ef ects he can see, such as traps and spells, as long as he is 
  When raging, Cogrin can make a single melee weapon 
  attack on each of his turns as a bonus action. When his rage 
  Cogrin can’t be charmed or frightened while 
  raging. If he enters a rage while charmed or frightened the ef ect 
  Cogrin has advantage on initiative rolls. In 
  addition, if he is surprised at the beginning of combat and isn’t 
  incapacitated he may act normally during his f rst turn but only 
   When Cogrin scores a melee critical hit he may 
  roll three additional weapon damage die when determining the 
  Cogrin can use his action to frighten 
  creature within 30 f . which can see or hear him. T at creature 
  his action to extend this condition. T e creature stops being 
  frightened if it ends its turn out of line of sight or more than 
  Javelin. Ranged Weapon Attack: +13 to hit, range 30/120 f ., one 
  creature. Hit: 11 (1d6 + 7) piercing damage.
  Weapons, Armor & Items
  Skera, 5 Javelins, Bear Skin Cloak
  
  26
  Criella
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 1)
  Background Urchin
  Occupation T ief
  Armor Class 14 (Std. Leather)
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  15 (+2)
  Saving T rows Dexterity +4, Intelligence +4
  Skills Acrobatics +4, Deception +4, Insight +1, Perception +3, 
  Sleight of Hand +4, Stealth +6, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the 
  T aumaturgy cantrip using Charisma as 
  her spellcasting modif er.
  City Secrets. Out of combat, Criella can 
  lead a group between any two points in the 
  city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Perception, Stealth). 
  Criella adds double her prof ciency 
  bonus to skill checks she has expertise 
  with.
  Sneak Attack (+1d6). Once per turn, 
  Criella can deal an extra 1d6 damage to 
  one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must 
  use a f nesse or ranged weapon. She doesn’t 
  need advantage on the attack roll if another 
  enemy of the target is within 
  5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t 
  have disadvantage on the attack 
  roll.
  Actions
  Dual Wield. When Criella makes an attack 
  with her Shortsword, she may also attack with 
  her Dagger or T rowing Knife, but gains no 
  bonus to the damage roll
  Shortsword. Melee Weapon Attack: +4 
  to hit, reach 5 f ., one creature. Hit: 6 
  (1d6 + 2) slashing damage.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 5 (1d4+2) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 f ., 
  one creature. Hit: 5 (1d4+2) piercing damage.
  Overview
  Criella was abandoned too young to remember her parents. It was 
  a miracle that she survived, having been lef  on the f lthy streets 
  of the peasant quarter. It is said that tief ings are not of this world, 
  and that they are more demon than mortal. Much is said, but what 
  is true is that their infants are not as helpless as those of men, and 
  that they develop quickly.  T is was indeed true of Criella. 
  Strong in spirit and in body, she hunted rats in alleyways, climbed 
  the sheer stone walls around her, and slept under the eaves on 
  rainy nights. She wrapped herself in rags and didn’t try to hide 
  her more outstanding features; her tail and horns. Criella was 
  proud of what she was and was determined to live the way she 
  wanted, without care for the opinions or judgments of others and, 
  moreover, to help others do the same. 
  T ere came a time when she took to thieving, starting small by 
  burglarizing homes, only taking what she needed. A few coins 
  here, a trinket there, but soon she set her sights on larger targets. 
  Rumors among jewelers and other artisans spread about a greedy 
  demon who crept in through closed windows to take anything 
  shiny that could f t in its hand, and they weren’t wrong. 
  Personality Traits
  “Say what you mean, or shut up.” She has a hard time 
  understanding hints and innuendo, speaking bluntly and rarely 
  in whispers. 
  Ideals
  “Wealth is the key.” She intends to prove that she is worthy of a 
  better life than the one she was given by helping raise up those 
  below her on the social ladder.  
  Bonds
  “I can’t run forever, but I’ll try anyway.” Criella robbed an 
  infamous warlock of great power in what proved to be a 
  turning point in her thieving career. Now she is scared 
  of what might happen to her, and even more scared of 
  the artifact she stole.
  Flaws
  “Calm down, you were all thinking it.” 
  Sometimes her blunt way of speaking gets 
  her into trouble, especially with folk who 
  don’t know her, or of her. 
  Roleplaying Criella
  Criella is outgoing and friendly, although she 
  doesn’t give up too much information about 
  herself, even to her closest friends. She doesn’t put 
  much stock in making friends, unless it’s with a 
  beggar on the street or an orphaned child searching 
  for food in a back ally. She sees much of herself in 
  the faces of the destitute and her truly good nature 
  forces her to give them a few copper pieces, even 
  if it’s all she has to her name at the time.
  She is not an assassin, but she is willing to kill if 
  pushed to it. If things go that far, she’d rather kill someone in their 
  sleep, or with a powerful poison than f ght toe to toe. Although 
  agile and strong, she will run from a f ght unless she can attack 
  from behind and the target is unaware of her. 
  “You’re better than this. 
  I’m better than this and I’m part devil.”
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
  
  27
  Criella (Level 4)
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 4)
  Background Urchin
  Occupation T ief
  Armor Class 15 (Std. Leather)
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Deception +5, Insight +1, Perception +3, 
  Sleight of Hand +5, Stealth +7, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1 (200 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the T aumaturgy cantrip, 
  and Hellish Rebuke as a 2nd level spell using Charisma as her 
  spellcasting modif er.
  City Secrets. Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Perception, Stealth). Criella adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Criella can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Criella can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 3 f .
  Actions
  Two-Weapon Fighting. When Criella makes an attack with her 
  Shortsword, she may also attack with her Dagger or T rowing 
  Knife, but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4+3) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4+3) piercing damage.
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
  Thief in the Night
  T e roof ops were risky; they were slippery and exposed, but the 
  rain thudding against the tiles masked her approach. She was not 
  one to pass up an opportunity like this; allegedly one of the most 
  prolif c collectors of magical artifacts in the region was visiting the 
  city, and she intended to f nd out (and steal) the reason why. 
  ‘Ashcorpse’ Ashcopse was the name her sources whispered, but 
  Criella had no fear of a name. She had some misgivings - her 
  understanding of the magical arts was limited - but the potential 
  gain was too great to pass up. 
  T e window of the residence’s upper f oor was cracked open. As 
  she pried it further just enough to slip through, she realised why; 
  it was baking hot inside. T e rain steamed from her as she entered 
  and the room smelled of ash, rotten eggs, and scorched meat. 
  Breathing through her mouth, she began to creep around 
  the room, keeping close to the wall, when she heard pained 
  murmuring from the bed. With a start, she realised he was in there 
  with her, a tiny f gure stirring restlessly. She would have to work 
  quickly, and quietly. 
  T e disheveled room was full of containers: trunks, chests, and 
  crates. Clearly he intended to pick up a number of items on his 
  stay, but empty box af er empty box frustrated Criella. She mopped 
  sweat from the back of her neck and reached towards a shallow 
  chest the size of her forearm. As soon as the tips of her f ngers 
  made contact, she knew she’d found something worth having. A 
  pulse of purple light whirled over the surface of the box and, to her 
  horror, the f gure in the bed shot upright. 
   “NO!”
  She grabbed the box and hurtled towards the open window, 
  fragments of shattered crates and ceiling plaster raining down 
  around her as the room was f lled with the f ame and fury of the 
  crazed little man. She leapt towards the roof op opposite, reaching 
  wildly, when a sudden, burning pain seared over her shoulder. 
  Her f ngers slipped on the wet tile, and she was falling, the 
  blissfully cool night air rushing around her. She grabbed hold of 
  a washing line strung across the alley, which gave way. T e box 
  shattered on the street below her. Finally, she landed on a fabric 
  awning, rolled, and landed with a sizzle and a smoking thud on the 
  soaking cobbles.   
  Lucky. If she’d made the jump, she’d be a clear target. He couldn’t 
  hit her easily down here (though from the shouting, thunder and 
  f ashes of light, he was certainly trying), and she knew these alleys 
  better than anyone. He’d never catch up to her with her head start.  
  She grabbed the contents of the pile of tinder that had been a chest 
  and made herself scarce. 
  A key. Now to f nd out what it unlocked...
   
   
  
  28
  Criella (Level 8)
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 8)
  Background Urchin
  Occupation T ief
  Armor Class 16 (Std. Leather)
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  18  (+4)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  16 (+3)
  Saving T rows Dexterity +7, Intelligence +5
  Skills Acrobatics +7, Deception +9, Insight +2, Perception +5, 
  Sleight of Hand +10, Stealth +10, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 15
  Languages Common, Infernal, T ieves’ Cant
  Challenge 2 (450 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  City Secrets. Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Deception, Perception, Sleight of Hand, Stealth). 
  Criella adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Criella can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Criella can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 4 f .
  Uncanny Dodge. When Criella is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Criella is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Dual Wield. When Criella makes an attack with her Shortsword, 
  she may also attack with her Dagger or T rowing Knife, but gains 
  no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 f ., one 
  creature. Hit: 8 (1d6 + 4) slashing damage.
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d4+4) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +7 to hit, range 20/60 f ., 
  one creature. Hit: 7 (1d4+4) piercing damage.
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
  Criella in Your Game
  Criella is likely to be encountered by the party in their lodgings, 
  in the dead of night, rif ing through their belongings. If 
  apprehended, she will of er her services as a thief-for-hire in 
  exchange for her life, hinting that she has the means to bypass 
  even the most  stubborn of locks...
  If the party are themselves a group of thieves, Criella will likely 
  seek them out if she hears of a challenging job, in exchange for a 
  share of the loot. 
  Quest Hook. Criella needs the party’s help to discover the 
  intended purpose of the Skeleton Key in her possession. Time 
  is running out, as Garrin Ashcopse, the key’s previous owner, 
  draws ever closer on her trail... 
  
  29
  Criella (Level 12)
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 12)
  Background Urchin
  Occupation T ief
  Armor Class 17 (Std. Leather)
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  18 (+4)
  Saving T rows Dexterity +9, Intelligence +6
  Skills Acrobatics +9, Deception +12, Insight +3, Perception +7, 
  Sleight of Hand +13, Stealth +13, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 17
  Languages Common, Infernal, T ieves’ Cant
  Challenge 4 (1,100 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  City Secrets. Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Deception, Perception, Sleight of Hand, Stealth). 
  Criella adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+6d6). Once per turn, Criella can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Criella can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Criella is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Criella is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Criella has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Criella makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Dual Wield. When Criella makes an attack with her Shortsword, 
  she may also attack with her Dagger or T rowing Knife, but gains 
  no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) slashing damage.
  Dagger. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 f ., 
  one creature. Hit: 8 (1d4 + 5) piercing damage.
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
  Criella, 
  Do you have any idea who you stole 
  from?! 
  I hope what ever it was is worth it; you’ve 
  gone and got yourself a price on your 
  head. 
  Keep away from taverns for a while, hide 
  your horns and if you see a dragonborn 
  called Ankharasos Skarn; get out of town.
  Keep safe,
  Tauberel 
  
  30
  Criella (Level 16)
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 16)
  Background Urchin
  Occupation T ief
  Armor Class 17 (Std. Leather)
  Hit Points 83 (16d8+0)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Intelligence +7, Wisdom +4
  Skills Acrobatics +10, Deception +115, Insight +4, Perception 
  +9, Sleight of Hand +15, Stealth +15, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 19
  Languages Common, Infernal, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  City Secrets. Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Deception, Perception, Sleight of Hand, Stealth). 
  Criella adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Criella can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Criella can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Criella is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Criella is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Criella has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Criella makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Criella ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Criella is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  Actions
  Dual Wield. When Criella makes an attack with her Shortsword, 
  she may also attack with her Dagger or T rowing Knife, but gains 
  no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) slashing damage.
  Dagger. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 
  f ., one creature. Hit: 7 (1d4 + 5) piercing damage.
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
   spell using 
  Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  Expertise (Deception, Perception, Sleight of Hand, Stealth). 
  Criella adds double her prof ciency bonus to skill checks she has 
  Once per turn, Criella can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
   On her turn, as a bonus action, Criella can 
  Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  When Criella is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Criella is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
   Criella has advantage on Stealth checks if she 
   When Criella makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
   Criella ignores all class, race, and level 
   If Criella is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  
  31
  Criella (Level 20)
  Medium Humanoid (Tief ing), Chaotic Good
  Class Rogue (lvl 20)
  Background Urchin
  Occupation T ief
  Armor Class 17 (Std. Leather)
  Hit Points 123 (20d8+20)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  8 (–1)
  CHA
  20 (+5)
  Saving T rows Dexterity +11, Intelligence +8, Wisdom +5
  Skills Acrobatics +11, Deception +17, Insight +5, Perception 
  +11, Sleight of Hand +17, Stealth +17, Disguise Kit, 
  T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 21
  Languages Common, Infernal, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Hellish Resistance. Criella has resistance to f re.
  Infernal Legacy. Criella can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  City Secrets. Out of combat, Criella can lead a group between 
  any two points in the city she grew up in twice as fast as her 
  speed would allow.
  Expertise (Deception, Perception, Sleight of Hand, Stealth). 
  Criella adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Criella can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Criella can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Criella can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Criella can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Criella is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Criella is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Criella has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Criella makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Criella ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Criella is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  T ief’s Ref exes. Criella can take two turns during the f rst 
  round of any combat. She takes her f rst turn at her normal 
  initiative, and her second turn at her initiative minus 10. She 
  can’t use this feature when she is surprised.
  Elusive. No attack roll can have advantage against Criella unless 
  she is incapacitated. 
  Stroke of Luck. If Criella’s attack misses a target within range, 
  she can turn the miss into a hit. Alternatively, if she fails an 
  ability check, she can treat the d20 roll as a 20. Once she uses 
  this feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Dual Wield. When Criella makes an attack with her Shortsword, 
  she may also attack with her Dagger or T rowing Knife, but gains 
  no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +11 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) slashing damage.
  Dagger. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +11 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Weapons, Armor & Items
  Studded Leather Armor, Shortsword, Dagger, 5 T rowing Knives, 
  Ragged Clothes, Skeleton Key of Karn Ithel 
  
  32
  Elenor Ravenhair
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 1)
  Background Criminal
  Occupation Highway Robber
  Armor Class 15 (Std. Leather)
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Deception +4, Intimidation +4, Perception 
  +3, Sleight of Hand +7, Stealth +7, Playing Cards, T ieves’ Tools
  Senses Passive Perception 13
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Criminal Contact. Elenor has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Sleight of Hand, Stealth). Elenor adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+1d6). Once per turn, Elenor can deal 
  an extra 1d6 damage to one creature she hits with an 
  attack if she has advantage on the attack roll. T e 
  attack must use a f nesse or ranged weapon. She 
  doesn’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that 
  enemy isn’t incapacitated, and she doesn’t have 
  disadvantage on the attack roll.
  Actions
  Two-Weapon Fighting. 
  When Elenor makes an 
  attack with her main-hand 
  Shortsword, she may also 
  attack with her of -hand 
  Shortsword as a bonus action but gains 
  no bonus to the damage roll
  Shortsword (Main-hand). Melee 
  Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 7 (1d6 + 3) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +5 to hit, reach 
  5 f ., one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 f ., one creature. Hit: 8 (1d8 + 3) piercing damage.
  Overview
  Elenor is a highly skilled temptress. She presents herself as a 
  young, beautiful, naive companion who desperately needs the help 
  of men. T e reality is that she is both young and beautiful, but far 
  from naïve. She is a highly calculating woman, who has made it 
  this far on her own, and intends to keep it that way.
  Her marks are of en too enamored with her and too drunk with 
  her compliments to realize that anything is amiss, welcoming her 
  with hopes of romance or a night they’ll never forget. T e romance 
  is one sided, and they’ll never remember what happened in the 
  night, waking to f nd themselves relieved of their coin purse and 
  jewelry in the morning. T eir only souvenir will be a throbbing 
  headache and a bit of wisdom if they’re lucky.
  On occasion, Elenor plies her trade as an avenger for scorned and 
  wronged women; teaching unfaithful partners a quick lesson in 
  humility, and those who would raise their hand to a woman some 
  manners.  
  Personality Traits
  “T at’s quite a scar—I’d love to know how you got it...” Quick to 
  hand out compliments to even the most wretched of men in order 
  to win their af ections, Elenor is also quick to anger from the 
  slightest insult, of en throwing a mug of ale in someone’s face or 
  giving them a quick slap.
  Ideals
  “He thinks he’s in control. How sweet.” She is a free woman, and 
  intends to stay that way. No man has power over her; quite the 
  opposite is the case. Men who don’t watch af er their valuables 
  close enough can af ord to lose them.
  Bonds
  “I can never make amends for what I did.” Elenor f ed the 
  city where she grew up af er seducing and robbing the 
  prince of his signet ring. T e con went wrong when 
  instead of simply falling into a deep sleep from his 
  drugged wine, he slipped into a coma and died days 
  later. She feels terrible about having taken the young 
  man’s life.
  Flaws
  “Well aren’t you just perfection... Time to go.” Elenor 
  is reckless, of en putting herself into a seemingly 
  impossible situation where there is no escape if 
  things don’t go exactly according to plan. From 
  time to time she has regrets; she has even felt 
  herself beginning to feel something for her mark, 
  specif cally the young handsome ones.
  Roleplaying Elenor
  Addicted to the thrill of the con, Elenor 
  tempts unsuspecting men, but more 
  of en than not deserving men, into 
  accepting her company, then drugs them and robs 
  them blind. When she isn’t plotting her next scheme or picking 
  her next mark, she is spending money on all of the luxuries of life 
  that she feels she deserves.
  She will always appear friendly and insist on joining a group of 
  travelers. Once she is in, she sizes up each member of the group. 
  If she decides that one of them requires one of her “lessons” and 
  plans her con, it’s only a matter of time before she makes a move.
  If forced to engage in combat, she is both agile and stealthy. Hiding 
  in the shadows and striking at the most opportune moment, then 
  f eeing back to safety. She attacks with both of her twin blades, 
  maximizing her damage.
  “It doesn’t take much more than a smile and a wink 
  to relieve a man of his valuables, but a little poppy milk 
  in his ale doesn’t hurt.”
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  
  33
  Elenor Ravenhair (Level 4)
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 4)
  Background Criminal
  Occupation Highway Robber
  Armor Class 16 (Std. Leather)
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +6, Intelligence +4
  Skills Acrobatics +6, Deception +4, Intimidation +4, Perception 
  +3, Sleight of Hand +8, Stealth +8, Playing Cards, T ieves’ Tools
  Senses Passive Perception 13
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Criminal Contact. Elenor has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Sleight of Hand, Stealth). Elenor adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Elenor can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the
  attack roll.
  Cunning Action. On her turn, as a bonus action, Elenor can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 4 f .
  Actions
  Two-Weapon Fighting. When Elenor makes an attack with her 
  main-hand Shortsword, she may also attack with her of -hand 
  Shortsword as a bonus action but gains no bonus to the 
  damage roll
  Shortsword (Main-hand). Melee Weapon Attack: +6 to hit, reach 
  5 f ., one creature. Hit: 8 (1d6 + 4) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +6 to hit, reach 5 f ., 
  one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 f ., 
  one creature. Hit: 9 (1d8 + 4) piercing damage
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  A Fool and His Money
  T e f nest silk and lace swished round the ankles of women 
  dripping in jewels as they danced to the rousing tarantara of the 
  band. T eir husbands stood in small clusters, sipping vintage wines 
  and feigning modesty at their latest investments and the excellent 
  marriages of their daughters. T e scent of money and power oozed 
  from every guest and Elenor was bored as all hell, though you 
  wouldn’t know it to look at her. 
  She was commanding the attention of a group of bachelors at 
  the edge of the party, with a combination of her scintillating 
  conversation, dazzling smile and plunging neckline. She usually 
  liked the edges of parties; away from the disapproving sneers of 
  old-money girls and directly in the throng of the desperately single 
  (yet desperately wealthy) types too old or too timid or too drunk 
  to be at the centre. T ey were always crying out for a siren in a 
  tight dress to make them forget about their pathetic existences. A 
  particularly slimy half-elf kept ‘accidentally’ brushing against her, 
  but she paid him no heed.
  Elenor would have lef  hours ago if not for the lone promising 
  suitor across from her. Her f irtatious caresses on the knees and 
  shoulders of those adjacent kept them interested, but her eyes 
  across their table let him know her attention was his and the fool 
  was eating out of her hand. It was just so easy. His insistence on 
  never letting a glass at the table remain empty had set him apart 
  from the middle-class social climbers. T is one was rich, and 
  obviously not very attached to his money. She slipped her slender 
  foot out of her silk slipper and ran it up the inside of his thigh. He 
  f ushed under his starched collar. T ree... two... 
  “Miss Elenor, would you care for a walk in the gardens?”
  Show time. 
  *
  Elenor, not for the f rst time, cursed the fashion for backless 
  dresses and the insistence of attention-starved men to press her 
  against stone walls. 
  “I beg your pardon, Miss Elenor,” he was murmuring into her 
  collar-bone while his hands groped inexpertly round her skirts. 
  She didn’t mind men who babbled; they tended to reveal secrets. 
  “I don’t mean to be... I’ve not usually the time... my orphanage 
  takes up so much of my attention and the rest of it I spend hearing 
  applicants for my grants… and you are so very beautiful, I -”
  A regular philanthropist. Damn. Elenor rolled her eyes, put one of 
  her elegant hands over his and the other raised a f nger to his lips. 
  “Hush, my love. You just need another glass to steady your 
  nerves. Let me fetch you one. Find a spot where we can be more 
  comfortable and I will come to you.” Her eyes held promises she 
  knew he wouldn’t resist, so she slipped out from his embrace, 
  leaving him spell-bound. Why was it the good ones were so easy?
  As she headed towards the main gate disappointed, she caught 
  a glimpse of an expensive shoe poking out from behind a gaudy 
  topiary. Curious, she stole closer until she could see the shoe’s 
  owner. T e slimy half-elf was passed out drunk, his chin lolling on 
  his chest, dampening his f ne tailoring with drool. Her expert eyes 
  travelled over his prone f gure to the gold chain poking out of his 
  ruf  ed collar. Maybe not a total waste of an evening, af er all...
  
  34
  Elenor Ravenhair (Level 8)
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 8)
  Background Criminal
  Occupation Highway Robber
  Armor Class 17 (Std. Leather)
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +8, Intelligence +5
  Skills Acrobatics +11, Deception +5, Intimidation +8, 
  Perception +4, Sleight of Hand +11, Stealth +11, Playing Cards, 
  T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Criminal Contact. Elenor has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 
  Elenor adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Elenor can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Elenor can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Elenor is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Elenor is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Two-Weapon Fighting. When Elenor makes an attack with her 
  main-hand Shortsword, she may also attack with her of -hand 
  Shortsword as a bonus action but gains no bonus to the 
  damage roll
  Shortsword (Main-hand). Melee Weapon Attack: +8 to hit, reach 
  5 f ., one creature. Hit: 9 (1d6 + 5) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  Elenor in Your Game
  Elenor will, of course, attempt to seduce, drug, and steal 
  valuables from any unwary player character. If the party’s 
  intentions are obviously good, she may have reservations 
  and submit to her conscience, but if they sway more towards 
  neutrality, she will, most-likely, try to befriend the party and 
  seek out the most easily manipulated among them as her target. 
  Evil parties, beware – Elenor will ruin those with ignoble 
  intentions simply for sport.
  Quest Hook. Af er years of deliberation, Elenor decides she 
  must make amends to the family of the prince she accidentally 
  killed, and gives the party the job of returning the prince’s signet 
  ring. Will the party keep Elenors secret, or alert the royal family 
  to Elenor’s accidental crime, risking their own implication?  
  
  35
  Elenor Ravenhair (Level 12)
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 12)
  Background Criminal
  Occupation Highway Robber
  Armor Class 17 (Std. Leather)
  Hit Points 75 (12d8+12)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  16 (+3)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +9, Intelligence +7
  Skills Acrobatics +13, Deception +7, Intimidation +11, 
  Perception +5, Sleight of Hand +13, Stealth +13, Playing Cards, 
  T ieves’ Tools
  Senses Passive Perception 15
  Languages Common, Dwarvish
  Challenge 4 (1,100 XP)
  Criminal Contact. Elenor has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 
  Elenor adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Elenor can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Elenor can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Elenor is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Elenor is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Elenor has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Elenor makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Elenor makes an attack with her 
  main-hand Shortsword, she may also attack with her of -hand 
  Shortsword as a bonus action but gains no bonus to the 
  damage roll
  Shortsword (Main-hand). Melee Weapon Attack: +9 to hit, reach 
  5 f ., one creature. Hit: 9 (1d6 + 5) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +9 to hit, reach 5 f ., 
  one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  35
  network, and can send and receive messages to them through 
  Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 
  Elenor adds double her prof ciency bonus to skill checks she has 
  Once per turn, Elenor can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
   On her turn, as a bonus action, Elenor can 
  Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  When Elenor is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Elenor is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
   Elenor has advantage on Stealth checks if she 
   When Elenor makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  
  36
  Elenor Ravenhair (Level 16)
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 16)
  Background Criminal
  Occupation Highway Robber
  Armor Class 17 (Std. Leather)
  Hit Points 99 (16d8+16)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +10, Intelligence +9
  Skills Acrobatics +15, Deception +8, Intimidation +13, 
  Perception +6, Sleight of Hand +15, Stealth +15, Playing Cards, 
  T ieves’ Tools
  Senses Passive Perception 16
  Languages Common, Dwarvish
  Challenge  5 (1,800 XP)
  Criminal Contact. Elenor has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 
  Elenor adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Elenor can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Elenor can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Elenor is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Elenor is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Elenor has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Elenor makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Elenor ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Elenor is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  Actions
  Two-Weapon Fighting. When Elenor makes an attack with her 
  main-hand Shortsword, she may also attack with her of -hand 
  Shortsword as a bonus action but gains no bonus to the 
  damage roll
  Shortsword (Main-hand). Melee Weapon Attack: +10 to hit, reach 
  5 f ., one creature. Hit: 9 (1d6 + 5) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +10 to hit, reach 5 f ., 
  one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  Elenor can climb without expending extra 
  To m  b a t ful El n r, 
  I mus  apol gize fo  m  b h vi r. So  
  e r p u e  w s I b  y u  c m a y, 
  I mus  h ve ove i dulg d o  t e ﬁ n  
  e r p u e  w s I b  y u  c m a y, 
  I mus  h ve ove i dulg d o  t e ﬁ n  
  e r p u e  w s I b  y u  c m a y, 
  bot l  o  1756 r d I b o g t y u, fo  
  I mus  h ve ove i dulg d o  t e ﬁ n  
  bot l  o  1756 r d I b o g t y u, fo  
  I mus  h ve ove i dulg d o  t e ﬁ n  
  I d  n t r m m e  a t i g f o  af e  
  bot l  o  1756 r d I b o g t y u, fo  
  I d  n t r m m e  a t i g f o  af e  
  bot l  o  1756 r d I b o g t y u, fo  
  o r m a ! 
  I hope b y n  hope t a  m  c n uc , 
  w a eve  i  ma  h ve b e , w s n t   
  I hope b y n  hope t a  m  c n uc , 
  w a eve  i  ma  h ve b e , w s n t   
  I hope b y n  hope t a  m  c n uc , 
  o fe s ve t  y u  d li a e fe i i e  
   
  s n ibili i s. 
  o fe s ve t  y u  d li a e fe i i e  
   
  s n ibili i s. 
  o fe s ve t  y u  d li a e fe i i e  
   
  Pe h ps i  w  c uld but m e  aga n, 
  I c uld a o e? T o g  adva ce  i  
  Pe h ps i  w  c uld but m e  aga n, 
  I c uld a o e? T o g  adva ce  i  
  Pe h ps i  w  c uld but m e  aga n, 
  y a s ,I c n a s r  y u I h ve l s  
  n n  o  m  p s i n, n r vi ili y. 
  y a s ,I c n a s r  y u I h ve l s  
  n n  o  m  p s i n, n r vi ili y. 
  y a s ,I c n a s r  y u I h ve l s  
  I a a t y u  a sw r w t  a d ep a d 
  n e ful l n i g.  
   Yo r l vi g 
  L
   Yo r l vi g 
  L
   Yo r l vi g 
  
  37
  Elenor Ravenhair (Level 20)
  Medium Humanoid (Human), Chaotic Good
  Class Rogue (lvl 20)
  Background Criminal
  Occupation Highway Robber
  Armor Class 17 (Std. Leather)
  Hit Points 123 (20d8+20)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  20 (+5)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +11, Intelligence +11
  Skills Acrobatics +17, Deception +9, Intimidation +15, 
  Perception +7, Sleight of Hand +17, Stealth +17, Playing Cards, 
  T ieves’ Tools
  Senses Passive Perception 17
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Criminal Contact. Elenor has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 
  Elenor adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Elenor can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Elenor can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Elenor can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Elenor can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 f .
  Uncanny Dodge. When Elenor is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Elenor is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Elenor has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Elenor makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Elenor ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Elenor is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  T ief’s Ref exes. Elenor can take two turns during the f rst 
  round of any combat. She takes her f rst turn at her normal 
  initiative, and her second turn at her initiative minus 10. She 
  can’t use this feature when she is surprised
  Elusive. No attack roll can have advantage against Elenor unless 
  she is incapacitated. 
  Stroke of Luck. If Elenor’s attack misses a target within range, 
  she can turn the miss into a hit. Alternatively, if she fails an 
  ability check, she can treat the d20 roll as a 20. Once she uses 
  this feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Two-Weapon Fighting. When Elenor makes an attack with her 
  main-hand Shortsword, she may also attack with her of -hand 
  Shortsword as a bonus action but gains no bonus to the 
  damage roll
  Shortsword (Main-hand). Melee Weapon Attack: +11 to hit, reach 
  5 f ., one creature. Hit: 9 (1d6 + 5) piercing damage.
  Shortsword (Of -hand). Melee Weapon Attack: +11 to hit, reach 5 f ., 
  one creature. Hit: 4 (1d6 + 0) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage
  Weapons, Armor & Items
  2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather 
  Armor, 2 Poppy Milk Vials, Signet Ring
  
  38
  Mardren Mar
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 1)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 9 (1d10–1)
  Speed 30 f .
  STR
  15 (+2)
  DEX
  12 (+1)
  CON
  9 (–1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Strength +4, Constitution +1
  Skills Deception +5, Insight +4, Intimidation +5, Perception +4
  Senses Passive Perception 14, Dice, T ieves’ Tools
  Languages Common, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them 
  through various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may 
  add his ability modif er to damage rolls with his 
  of  and weapon.
  Second Wind. On his turn Mardren can use a 
  bonus action to regain 1d10 + 1 hit points. Once 
  he uses this feature, he must f nish a long or short 
  rest before using it again.
  Actions
  Two-Weapon Fighting. When Mardren makes 
  an attack with his Scimitar, he may also attack 
  with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +4 to hit, 
  reach 5 f ., one creature. Hit: 6 (1d6 + 2) 
  slashing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 f ., one creature. Hit: 6 (1d6 + 2) 
  piercing damage
  Overview
  Mardren Mar had never been a man of ambition.  
  A gang member of relative unimportance, he 
  drif ed through life job by job – roughing up 
  those who owed debts, running security, and the 
  odd smash-and-grab burglary. Accepting his lot 
  in life, he was content if not happy.
  T at was until the gang saw an opportunity to 
  ‘persuade’ the stablemaster to hire them for 
  protection and to keep competition away. 
  Mardren f exed his muscles, ambled through the 
  yard into the barn and stopped dead in his tracks…
  Mardren Mar had never been a man of romance. But as soon as 
  he locked eyes on Moira Forrest, he fell instantly in love. Af er he’d 
  stared for longer than is polite, Moira asked what his business was 
  with her. Instantly panicked and f ustered, Mardren lied that he was 
  a member of the city watch, come to check that all was well af er 
  hearing rumors she may be at risk from criminal activities. Moira 
  smiled, assured him she was just f ne, and asked if he’d like to help 
  her water the horses. Mardren didn’t return to the gang that night.
  Mardren Mar had never been conf icted before. Moira was so 
  good, kind and gentle – how could she love a petty thug? Resigned 
  to turn things around, he made good on his lie and signed up with 
  the watch the very next day. Now he’s their man on the inside, 
  hoping desperately that he will make himself invaluable, be able to 
  turn his back on the gang (or what’s lef  of it af erwards), and start 
  a new life with his beloved Moira. 
  Personality Traits
  “Play dumb, and you’ll be amazed at what people will let slip.” 
  Mardren has perfected playing the thug in front of the rest of the 
  gang. He’ll hang back in proceedings, letting others make the 
  decisions and quietly gather evidence against them.
  Ideals
  “I’ll leave this place in a better shape than I made it.” Mardren 
  hopes to f nd redemption in what he does, and strives to be 
  a better man than he is expected to be.
  Bonds
  “Everything I do is for Moira. She must never know.” 
  Mardren truly and deeply loves Moira. He would 
  never risk exposing his past to her, unless it was to 
  save her from it.
  Flaws
  “You can make a decent living as a crook. Maybe it 
  suited me better.” In his weaker moments, Mardren 
  remembers just how easy and uncomplicated his 
  life was back when he was just a petty thug.  
  Roleplaying Mardren
  Mardren’s life is dangerous; he spends his days 
  surrounded by violent criminals he is actively 
  working against. As much as he’s trying to 
  make the world a better place, and himself 
  a better man, he’s no fool; he knows that if 
  he refuses an order or argues against the 
  gang’s course of action he’ll be found out. 
  If possible though, he will try to lessen 
  the impact of his criminal actions; perhaps a family’s 
  hidden strongbox will prove “impossible to f nd” or the 
  protection money he collects might be “stolen” on his 
  way back.
  “Get lost now, and we’ll say no more about it. 
  You’re lucky it’s me on lookout.”
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp, 
  6sp, 2gp
  
  39
  Mardren Mar (Level 4)
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 4)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 28 (4d10+0)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Strength +5, Constitution +2
  Skills Deception +5, Insight +4, Intimidation +5, Perception +4, 
  Dice, T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, T ieves’ Cant
  Challenge 1 (200 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Mardren can use a bonus action to 
  regain 1d10 + 4 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Mardren can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Mardren scores critical hits on rolls of 19 and 20.
  Actions
  Two-Weapon Fighting. When Mardren makes an attack with his 
  Scimitar, he may also attack with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d6 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) piercing damage
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp, 
  16sp, 2gp
  Love Thy Neighbor
  Mardren Mar had never felt as nervous as he did right at this moment. 
  It wasn’t the job; the Watch had asked him to accompany a few 
  of the Jackdaws on a simple breaking and entering job, the kind 
  of thing he’d done a hundred times before. T e owners of the 
  property were already aware that the thugs were coming and 
  would ‘call the guards’ (on standby round the corner) when they 
  heard three taps on their stair, catching the gang red-handed while 
  Mardren ‘managed to escape’ out the back door.
  No, the job was f ne. Fool-proof. What he wasn’t aware of when he 
  agreed to the plan was the target of the job. Artash the blacksmith: 
  friend—and next-door-neighbor—to Moira Forrest. 
  Mardren snuck a glance over his shoulder at the curtains drawn 
  across the window of the dark room that he knew Moira must be 
  sleeping soundly in. As long as that room stayed dark he knew it 
  would be alright. T e job would go as planned and tomorrow he 
  could visit and proudly regale her with a tale of the night’s raid, 
  creatively withholding his true role in the proceedings… Mardren 
  f ngered the tiny wooden box in his pocket and thought of the 
  delight in her eyes as he dropped to his knee...
  No. Don’t think about that now. Concentrate on the job. Quicker it 
  gets done, quicker I can get out of here.
  Mardren’s musings were interrupted by the click of a lock. T e 
  ‘daws were in. T e successful f ngersmith gave a triumphant, burly 
  yell and grasped the hand of his nearest companion. 
  Quiet! Mardren’s heart was beating hard in his chest and he risked 
  another glance up at the window. Darkness still. It was all going to 
  be alright…
   “Oi! What are you lot doing there?” A staggering f gure emerged 
  from the other end of the street and started towards the gang. T e 
  tavern must have kicked out early tonight. 
  T is isn’t part of the plan…
  Mardren’s head was swimming now. T e gang were spooked too 
  and were looking frantically at each other, desperately wanting 
  someone else to decide whether to carry on or run. Mardren 
  couldn’t bear another second.
   “Bail! Run!” 
  T e gang turned on their heels and f ed. Mardren, so intent on 
  being far away, didn’t notice the lone candle f icker into life in an 
  upstairs window…
  
  40
  Mardren Mar (Level 8)
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 8)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 52 (8d10+0)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Strength +8, Constitution +3
  Skills Deception +6, Insight +5, Intimidation +6, Perception +5, 
  Dice, T ieves’ Tools
  Senses Passive Perception 15
  Languages Common, T ieves’ Cant
  Challenge 3 (700 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Mardren can use a bonus action to 
  regain 1d10 + 8 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Mardren can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Marden scores critical hits on rolls of 19 
  and 20.
  Remarkable Athlete. Mardren can add half his prof ciency 
  bonus (rounded up) to any Strength, Dexterity, or Constitution 
  check that doesn’t already use his prof ciency bonus. 
  Additionally, the distance Mardren covers with a running long 
  jump increases by 5 f .
  Actions
  Extra Attack. Mardren can attack twice with each Attack action.
  Two-Weapon Fighting. When Mardren makes an attack with his 
  Scimitar, he may also attack with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp, 
  30sp, 4gp
  Mardren in Your Game
  Mardren could add an interesting wrinkle to an otherwise standard 
  bandit lair. Perhaps he pretends to attack the party with the other 
  thugs, discreetly making his good intentions known to them 
  without blowing his cover, and letting them in on some important 
  information about the gang af er the melee. But will the party trust 
  him? 
  Quest Hook. Af er a melee, which results in Mardren and a few 
  other survivors from the gang f eeing from the party, a player 
  character discovers a note on their person (planted there by 
  Mardren during the f ght) addressed to his “Uncle”. T is is a 
  coded letter, warning the guard that the gang are starting to 
  suspect him and the guard must act quickly to save him, but do 
  the party have the wits to f nd the letter’s intended recipient?
  
  41
  Mardren Mar (Level 12)
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 12)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 76 (12d10+0)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T rows Strength +9, Constitution +4
  Skills Deception +8, Insight +6, Intimidation +8, Perception +6, 
  Dice, T ieves’ Tools
  Senses Passive Perception 16
  Languages Common, T ieves’ Cant
  Challenge  5 (1,800 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Mardren adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Mardren can use a bonus action to 
  regain 1d10 + 12 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Mardren can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Mardren scores critical hits on rolls of 19 
  and 20.
  Remarkable Athlete. Mardren can add half his prof ciency 
  bonus (rounded up) to any Strength, Dexterity, or Constitution 
  check that doesn’t already use his prof ciency bonus. 
  Additionally, the distance Mardren covers with a running long 
  jump increases by 5 f .
  Indomitable. Once per day, Mardren can reroll a failed saving 
  throw. Once he uses this feature, he must f nish a short or long 
  rest before using it again.
  Actions
  Extra Attack. Mardren can attack three times with each Attack action.
  Two-Weapon Fighting. When Mardren makes an attack with his 
  Scimitar, he may also attack with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 40sp, 15gp
  
  42
  Mardren Mar (Level 16)
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 16)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 116 (16d10+16)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Strength +10, Constitution +6
  Skills Deception +10, Insight +7, Intimidation +10, Perception +7, 
  Dice, T ieves’ Tools
  Senses Passive Perception 17
  Languages Common, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Mardren adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Mardren can use a bonus action to 
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Mardren can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Mardren can add half his prof ciency 
  bonus (rounded up) to any Strength, Dexterity, or Constitution 
  check that doesn’t already use his prof ciency bonus. 
  Additionally, the distance Mardren covers with a running long 
  jump increases by 5 f .
  Indomitable.  Two times per day, Mardren can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Actions
  Extra Attack. Mardren can attack three times with each Attack action.
  Two-Weapon Fighting. When Mardren makes an attack with his 
  Scimitar, he may also attack with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 120sp, 50gp
  Mardren scores critical hits on rolls of 18 – 20.
   Mardren can add half his prof ciency 
  bonus (rounded up) to any Strength, Dexterity, or Constitution 
  Additionally, the distance Mardren covers with a running long 
  Two times per day, Mardren can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  Uncle, 
  The blackbirds have made a nest by the pond at 
  the end of the garden. There are many ﬂ ying 
  around, but 5 or 6 are always in the nest. 
  I’ve not seen the big crow for 3 weeks now. 
  I think he’s left the garden after your dog       
  attacked him and is looking for food on the 
  road. I’ll let you know when I see him again. 
  
  43
  Mardren Mar (Level 20)
  Medium Humanoid (Human), Neutral Good
  Class Fighter (lvl 20)
  Background Criminal
  Occupation Watchman
  Armor Class 16 (Chainmail)
  Hit Points 164 (20d10+40)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Strength +11, Constitution +8
  Skills Deception +11, Insight +8, Intimidation +11, Perception +8, 
  Dice, T ieves’ Tools
  Senses Passive Perception 18
  Languages Common, T ieves’ Cant
  Challenge 7 (2,900 XP)
  Criminal Contact. Mardren has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Mardren may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Mardren adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Mardren can use a bonus action to 
  regain 1d10 + 20 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on his turn, Mardren can take one 
  additional action on top of his regular action and a possible 
  bonus action. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Mardren can add half his prof ciency 
  bonus (rounded up) to any Strength, Dexterity, or Constitution 
  check that doesn’t already use his prof ciency bonus. 
  Additionally, the distance Mardren covers with a running long 
  jump increases by 5 f .
  Indomitable.  T ree times per day, Mardren can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Survivor. At the beginning of each of his turns, if Mardren has 
  less than half of his hit points remaining, he regains 7 hit points. 
  He does not gain this benef t if he has 0 hit points.
  Actions
  Extra Attack. Mardren can attack four times with each Attack action.
  Two-Weapon Fighting. When Mardren makes an attack with his 
  Scimitar, he may also attack with his Shortsword as a bonus action.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) slashing damage.
  Shortsword. Melee Weapon Attack: +11 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage
  Weapons, Armor & Items
  Chainmail, Blade of Vasim Tell’ani, Shortsword, Common 
  Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 
  120sp, 140gp
  
  44
  Natterjack
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 1)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 9 (1d8+1)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +5, Charisma +4
  Skills Acrobatics +5, Perception +3, Performance +4, Sleight of 
  Hand +5, Stealth +5, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Gnomish
  Challenge 1/2 (100 XP)
  Gnome Cunning. Natterjack has advantage on all 
  Intelligence Wisdom, and Charisma saving 
  throws against magic.
  Natural Illusionist. Natterjack knows the 
  Minor Illusion cantrip, using Intelligence as 
  his spellcasting modif er.
  Speak with Small Beasts. Natterjack can 
  communicate simple ideas with Small or 
  smaller beasts.
  By Popular Demand. Natterjack can always 
  f nd a place to perform, and can expect free 
  food and lodging at the venue for each 
  performance day.
  Spellcasting. Natterjack uses Charisma as 
  his spellcasting ability (Spell Save DC 12, 
  +4 to hit with spell attacks). He may cast 
  the following spells:
  Cantrips: Mage Hand, Minor Illusion, 
  Prestidigitation
  1st level 2/day: Charm Person, Cure Wounds, 
  Disguise Self, Silent Image
  Bardic Inspiration (d6). Natterjack can use 
  his bonus action to give a creature within 60 f . 
  his Bardic Inspiration die. Once within the next 10 
  minutes the creature can roll the die and add the number 
  rolled to one ability check, attack roll, or saving throw 
  it makes. Natterjack can use Bardic Inspiration 2 times 
  per day.
  Actions
  Whip. Melee Weapon Attack: +5 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Overview
  Suspicious. Cautious. Realistic. None of these words could be 
  used to describe Natterjack. He and Tam Fletcher (p.56) tour 
  alehouses, particularly those by the docks, with their musical 
  double act. While Tam plucks strings, Natterjack picks pockets, 
  and the patrons are too drunk and distracted to take notice at the 
  loss of a few coppers. Natterjack takes great pains to be equal in 
  this thievery, taking a similar and small amount from each patron’s 
  purse. On occasion, however, Tauberel (p.62), the leader of the 
  Purse Cutters thieves’ guild, will point out a particularly wealthy 
  and dangerous target; perhaps a newly arrived slave catcher or a 
  corrupt noble’s relative and in these cases, Natterjack robs them 
  blind. It’s for the greater good.
  In these situations, Natterjack will typically use illusions to 
  appear to be performing alongside Tam, while approaching the 
  mark either invisibly or disguised. If discovered, he’ll attempt to 
  embark on a fast-paced, rambling explanation as to the nature of 
  this “misunderstanding”. Until the point at which he is physically 
  dragged away to safety by Tam, he will think his deception going 
  really well. It is never going really well… 
  Natterjack’s wiry white hair has a mind of its own and erupts 
  from his scalp seemingly in random directions, his right ear is 
  mangled and partially missing but, as if to make up for it, his lef  is 
  particularly pointed. When performing, he plays the pipe with one 
  hand and beats a tabor (rivalling himself in size) with the other.
  Personality Traits
  “Everything will work out in the end. No idea how, but I’m sure 
  it will.” Natterjack is a bit clueless, but bumbles along happily 
  in his own way, convinced that all will be well. 
  Ideals
  “You’ve got to be fair. T at’s why I only steal a little 
  from a lot and a lot from a little.” If Natterjack 
  didn’t think what he was doing would somehow 
  help people, he wouldn’t do it.
  Bonds
  “My friends are everything to me. For one 
  thing, they tell me when it’s time to stop 
  talking and run away.” Natterjack is 
  genuinely unaware of just how many 
  times his friends have saved his 
  backside, but he knows enough to 
  be grateful.
  Flaws
  “Everyone’s got a bit of good in them. If 
  I can appeal to that, I can talk anyone down. 
  T us far, I have been unsuccessful, but next time...” 
  Natterjack doesn’t learn from his mistakes. Ever.
  Roleplaying Natterjack
  Natterjack is relentlessly optimistic; he was attacked by 
  a mastif  once, he was just thankful it wasn’t a tiger, 
  besides, he had two ears so he could af ord to lose one. 
  He fundamentally believes that there is good in everyone 
  and that, deep down, most people have good intentions. T is has 
  gotten him into a great deal of trouble before but he’ll never learn, 
  and his friends only grow in his estimations each time they pull 
  him out of the f re.
  Natterjack has never been particularly rich; he is terrible with 
  money and far too susceptible to small luxuries, such as f ne 
  clothes or his solid silver beard curling iron. 
  “T ere was a spider in your coin pouch! Surely you don’t mind 
  me trying to get rid of it for you?”
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 14cp, 12sp
  
  45
  Natterjack (Level 4)
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 4)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 31 (4d8+8)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Charisma +5
  Skills Acrobatics +5, Perception +3, Performance +7, Sleight of 
  Hand +7, Stealth +5, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Gnomish
  Challenge 1 (200 XP)
  Gnome Cunning. Natterjack has advantage on all Intelligence 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Natterjack knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Natterjack can communicate simple 
  ideas with Small or smaller beasts.
  By Popular Demand. Natterjack can always f nd a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Spellcasting. Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 13, +5 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  1st level 4/day: Charm Person, Cure Wounds, Disguise Self, 
  Silent Image
  2nd level 3/day: Calm Emotions, Invisibility, Suggestion
  Bardic Inspiration (d6). Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Natterjack can use Bardic Inspiration 3 times 
  per day.
  Jack of all Trades. Natterjack can add half his prof ciency 
  bonus, rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  to regain an additional 1d6 HP.
  Expertise (Perform, Sleight of Hand). Natterjack adds double 
  his prof ciency bonus to skill checks he has expertise with. 
  Cutting Words. When a creature that Natterjack can see within 
  60 f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Actions
  Whip. Melee Weapon Attack: +5 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 14cp, 12sp, 10gp
  Band Together
  Natterjack made a promise to no one in particular that he would 
  most def nitely never ever ever do something this ridiculous 
  again, but had to dismiss the thought as quickly as it came as it 
  was getting in the way of thinking about running. If he stopped 
  thinking about running then perhaps he would stop running and 
  then he would f nd himself in the custody of very cross-looking 
  men who he def nitely shouldn’t have decided wouldn’t miss a coin 
  or two of their ill-gotten gains. He wasn’t running anywhere in 
  particular, but knew that the running part was a priority right now.
  A shout drew his attention as he hopped and skipped and puf ed 
  between ramshackle tenements in tumbledown alleys. Swerving 
  sharply (a manoeuvre sure to outfox his witless pursuers), he 
  stumbled towards the noise.
  A small boy of eight or nine (or twenty - Natterjack could never 
  tell with big folk) was crouched over a very battered looking 
  mandolin, which sounded reluctant to remain in tune. Although 
  absorbed in trying to coax a tune out of the unwilling strings just 
  seconds before, the child promptly abandoned the instrument, 
  beckoned with a skinny, grubby hand, and darted through what 
  must have been a front-door.  By virtue of being a better alternative 
  than his current plan (none), Natterjack followed, taking one last 
  peek over his shoulder. 
  Inside the single, cramped room was a huge assortment of musical 
  instruments of every shape, size and style covering every wall 
  and surface. Someone was clearly a collector, although every item 
  appeared well-used and worn. Against the back wall, beneath a 
  poster depicting a woman surrounded by children playing a variety 
  of instruments (‘Book now to avoid disappointment!’), stood a 
  drum, once brightly painted, now faded, over half Natterjack’s size 
  in both height and width. T e boy gestured to the drum, turning 
  it slightly and revealing the back skin, which had come away 
  completely on one side. He grinned and pointed and Natterjack 
  realised that the boy expected him to climb inside. 
  His protest had almost reached his lips when the unmistakable 
  sound of several pairs of boots (worn by very cross men who by 
  now, it was clear, very much missed a coin or two of their ill-
  gotten gains) entered the alley, leaving Natterjack no choice but to 
  awkwardly clamber inside. Def nitely never ever, he thought.
  T e boots, and the feet they belonged to, went as quickly as they 
  came and, minutes later, the boy’s grinning face appeared at the 
  drumskin. Natterjack tumbled out, brushing dust out of his beard.
   “T ank you, my lad. Could have been tricky, that one...” He 
  caught himself, and tried to act casual by removing a waxy build 
  up in his remaining good ear, but it wouldn’t budge. “Not that I’d 
  done anything wrong, mind you. What do they call you then?”
   “Tom, mister. Tom Fletcher.”
   “Well, Tam,” Natterjack smiled absentmindedly, rapping his 
  f ngers against the old drumskin and tossing the boy a coin out of 
  his patched pocket, “I think you and I are going to be fast friends.”
  Well, perhaps not ever, ever. 
  
  46
  Natterjack (Level 8)
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 8)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 59 (8d8+16)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving T rows Dexterity +6, Charisma +7
  Skills Acrobatics +6, Perception +4, Performance +10, Sleight of 
  Hand +9, Stealth +6, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 14
  Languages Common, Gnomish
  Challenge  2 (450 XP)
  Gnome Cunning. Natterjack has advantage on all Intelligence 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Natterjack knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Natterjack can communicate simple 
  ideas with Small or smaller beasts.
  By Popular Demand. Natterjack can always f nd a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Spellcasting. Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 15, +7 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  1st level 4/day: Charm Person, Cure Wounds, Disguise Self, 
  Silent Image
  2nd level 3/day: Calm Emotions, Invisibility, Mirror Image, 
  Suggestion
  3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
  4th level 2/day: Freedom of Movement, Greater Invisibility
  Bardic Inspiration (d8). Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Natterjack can use Bardic Inspiration 4 times 
  per day.
  Jack of all Trades. Natterjack can add half his prof ciency 
  bonus, rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  to regain an additional 1d6 HP.
  Expertise (Perform, Sleight of Hand). Natterjack adds double 
  his prof ciency bonus to skill checks he has expertise with. 
  Cutting Words. When a creature that Natterjack can see within 
  60 f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Natterjack regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Natterjack can start a 
  performance that lasts until his next turn. During that time, he 
  and any friendly creature within 30 feet of him have advantage 
  on saving throws against being frightened or charmed. 
  Actions
  Whip. Melee Weapon Attack: +6 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 14cp, 42sp, 10gp
  Natterjack in Your Game
  T e party will most likely f nd Natterjack performing - or, at 
  least, appearing to perform - in a tavern with Tam Fletcher. If 
  introduced via Tam or Tauberel, Natterjack will be a stalwart 
  ally, and will be happy to lend his aid to the party on any 
  business benef ting the Purse Cutters. If not, he is likely to be 
  introduced by means of his hand in someone else’s pocket (an 
  honest mistake, of course).
  Quest Hook. T e party are hired by the guard to investigate 
  a spate of mysterious thef s in local taverns. All of the crimes 
  appear to have targeted less than savory characters, and taken 
  place while the same two musicians were playing, and the 
  guard suspects a third party is involved (they do not know that 
  Natterjack is using illusions to play and pick pockets at the 
  same time). 
  
  47
  Natterjack (Level 12)
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 12)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 87 (12d8+24)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +7, Charisma +9
  Skills Acrobatics +11, Perception +4, Performance +13, Sleight 
  of Hand +11, Stealth +11, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 14
  Languages Common, Gnomish
  Challenge 3 (700 XP)
  Gnome Cunning. Natterjack has advantage on all Intelligence 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Natterjack knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Natterjack can communicate simple 
  ideas with Small or smaller beasts.
  By Popular Demand. Natterjack can always f nd a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Spellcasting. Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  1st level 4/day: Charm Person, Cure Wounds, Disguise Self, 
  Silent Image
  2nd level 3/day: Calm Emotions, Invisibility, Mirror Image, 
  Suggestion
  3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
  4th level 3/day: Confusion, Freedom of Movement, Greater 
  Invisibility
  5th level 2/day: Mislead, Modify Memory, Passwall, Seeming
  6th level 1/day: Programmed Illusion
  Bardic Inspiration (d10). Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Natterjack can use Bardic Inspiration 5 times 
  per day.
  Jack of all Trades. Natterjack can add half his prof ciency 
  bonus, rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d8). During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  to regain an additional 1d8 HP.
  Expertise (Acrobatics, Perform, Sleight of Hand, Stealth). 
  Natterjack adds double his prof ciency bonus to skill checks he 
  has expertise with. 
  Cutting Words. When a creature that Natterjack can see within 
  60 f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Natterjack regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Natterjack can start a 
  performance that lasts until his next turn. During that time, he 
  and any friendly creature within 30 feet of him have advantage 
  on saving throws against being frightened or charmed. 
  Actions
  Whip. Melee Weapon Attack: +7 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 50sp, 12gp
  47
  perform, and can expect free food and lodging at the venue for 
   Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  inor Illusion, Prestidigitation
  Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  throw it makes. Natterjack can use Bardic Inspiration 5 times 
  bonus, rounded down, to any ability check he makes that doesn’t 
  During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  Natterjack adds double his prof ciency bonus to skill checks he 
  
  48
  Natterjack (Level 16)
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 16)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 115 (16d8+32)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +8, Charisma +10
  Skills Acrobatics +13, Perception +6, Performance +15, Sleight 
  of Hand +13, Stealth +13, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 16
  Languages Common, Gnomish
  Challenge 5 (1,800 XP)
  Gnome Cunning. Natterjack has advantage on all Intelligence 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Natterjack knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Natterjack can communicate simple 
  ideas with Small or smaller beasts.
  By Popular Demand. Natterjack can always f nd a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Spellcasting. Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  1st level 4/day: Charm Person, Cure Wounds, Disguise Self, 
  Silent Image
  2nd level 3/day: Calm Emotions, Invisibility, Suggestion
  3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
  4th level 3/day: Confusion, Freedom of Movement, Greater 
  Invisibility
  5th level 2/day: Mislead, Modify Memory, Passwall, Seeming
  6th level 1/day: Programmed Illusion, True Seeing
  7th level 1/day: Mirage Arcane, Project Image, Simulacrum 
  8th level 1/day: Clone, Glibness, Mind Blank
  Bardic Inspiration (d12). Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Natterjack can use Bardic Inspiration 5 times 
  per day.
  Jack of all Trades. Natterjack can add half his prof ciency 
  bonus, rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d10). During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  to regain an additional 1d10 HP.
  Expertise (Acrobatics, Perform, Sleight of Hand, Stealth). 
  Natterjack adds double his prof ciency bonus to skill checks he 
  has expertise with. 
  Cutting Words. When a creature that Natterjack can see within 
  60 f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Natterjack regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Natterjack can start a 
  performance that lasts until his next turn. During that time, he 
  and any friendly creature within 30 feet of him have advantage 
  on saving throws against being frightened or charmed. 
  Peerless Skill. When Natterjack makes an ability check, he 
  can expend one use of Bardic Inspiration to roll a Bardic 
  Inspiration die and add the number rolled to his ability check. 
  He can choose to do so af er the roll but before the DM tells him 
  whether he succeeds or fails.
  Actions
  Whip. Melee Weapon Attack: +8 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 190sp, 72gp
  
  49
  Natterjack (Level 20)
  Small Humanoid (Forest Gnome), Chaotic Good
  Class Bard (lvl 20)
  Background Entertainer
  Occupation Musician
  Armor Class 13
  Hit Points 115 (20d8+60)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  16 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +9, Charisma +11
  Skills Acrobatics +15, Perception +7, Performance +17, Sleight 
  of Hand +15, Stealth +15, Disguise Kit, Pipe and Tabor
  Senses Darkvision 60 f ., Passive Perception 17
  Languages Common, Gnomish
  Challenge 6 (2,300 XP)
  Gnome Cunning. Natterjack has advantage on all Intelligence 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Natterjack knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Natterjack can communicate simple 
  ideas with Small or smaller beasts.
  By Popular Demand. Natterjack can always f nd a place to 
  perform, and can expect free food and lodging at the venue for 
  each performance day.
  Spellcasting. Natterjack uses Charisma as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  1st level 4/day: Charm Person, Cure Wounds, Disguise Self, 
  Silent Image
  2nd level 3/day: Alter Self, Calm Emotions, Invisibility, 
  Suggestion
  3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
  4th level 3/day: Confusion, Freedom of Movement, Greater 
  Invisibility
  5th level 3/day: Mislead, Modify Memory, Passwall, Seeming, 
  Teleportation Circle
  6th level 3/day: Programmed Illusion, True Seeing
  7th level 2/day: Etherealness, Mirage Arcane, Project Image, 
  Simulacrum
  8th level 2/day: Clone, Glibness, Mind Blank
  9th level 1/day: Shapechange, True Polymorph
  Bardic Inspiration (d12). Natterjack can use his bonus action 
  to give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Natterjack can use Bardic Inspiration 5 times 
  per day.
  Jack of all Trades. Natterjack can add half his prof ciency 
  bonus, rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d12). During a short rest, when Natterjack or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Natterjack can use his Song of Rest to allow each creature 
  to regain an additional 1d12 HP.
  Expertise (Acrobatics, Perform, Sleight of Hand, Stealth). 
  Natterjack adds double his prof ciency bonus to skill checks he 
  has expertise with. 
  Cutting Words. When a creature that Natterjack can see within 
  60 f . of him makes an attack roll, an ability check, or a damage 
  roll, he can use his reaction and expend on of his uses of Bardic 
  Inspiration to roll a Bardic Inspiration die and subtract the 
  number rolled from the creature’s roll. He can choose to use 
  this feature af er the creature makes its roll but before the DM 
  determines whether the attack roll or ability check succeeds or 
  fails, or before the creature deals its damage.
  Font of Inspiration. Natterjack regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Natterjack can start a 
  performance that lasts until his next turn. During that time, he 
  and any friendly creature within 30 feet of him have advantage 
  on saving throws against being frightened or charmed. 
  Peerless Skill. When Natterjack makes an ability check, he 
  can expend one use of Bardic Inspiration to roll a Bardic 
  Inspiration die and add the number rolled to his ability check. 
  He can choose to do so af er the roll but before the DM tells him 
  whether he succeeds or fails.
  Superior Inspiration. When Natterjack rolls initiative, if he has 
  no uses of Bardic Inspiration lef , he regains one use. 
  Actions
  Whip. Melee Weapon Attack: +9 to hit, reach 10 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver 
  Curling Iron, 200sp, 110gp
  
  50
  Nell
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 1)
  Background Urchin
  Occupation Pickpocket
  Armor Class 13
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  13 (+1)
  WIS
  15 (+2)
  CHA
  14 (+2)
  Saving T rows Dexterity +5, Intelligence +3
  Skills Insight +6, Perception +4, Sleight of Hand +5, Stealth +5, 
  Survival +6, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, Half ing, T ieves’ Cant
  Challenge 1/2 (100 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as 
  her speed would allow.
  Expertise (Insight, Survival). Nell adds double 
  her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+1d6). Once per turn, 
  Nell can deal an extra 1d6 damage to one 
  creature she hits with an attack if she has 
  advantage on the attack roll. T e attack 
  must use a f nesse or ranged weapon. She 
  doesn’t need advantage on the attack 
  roll if another enemy of the target is 
  within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have 
  disadvantage on the attack roll.
  Actions
  Shank. Melee Weapon Attack: +5 to hit, 
  reach 5 f ., one creature. Hit: 6 (1d4 + 3) 
  piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 
  to hit, range 20/60 f ., one creature. Hit: 6 
  (1d4 + 3) piercing damage.
  Overview
  Moving from wharf to wharf, Nell has had to f ght for survival every day 
  of her mere thirteen-year life.  As the leader of the ‘Wharf Rats’, Nell is a 
  mother f gure to the orphans and misf ts in her care, who have come to 
  her when they have nowhere else to go.
  Abandoned with her little brother when she was just seven (and him 5), 
  Nell had to grow up fast. Making a home for themselves in a dif erent 
  warehouse or docked ship-hold every night, the two children learned 
  to scrape and steal any food they could. But her brother, already a frail 
  and sickly boy, failed to survive their f rst harsh winter, and Nell was lef  
  alone. Nell blames herself for the death of her brother and has tried ever 
  since to atone by looking af er others who cannot look af er themselves. 
  Forced to be a criminal, despite her moral objections, she teaches ‘her 
  children’ to steal food (or money for food), but just enough to feed 
  themselves and each other, insisting that only those that can af ord it 
  “contribute” to f lling their hungry bellies. She also teaches them to read 
  and look af er themselves, hoping that some of them will get lucky 
  and escape the life she has been forced into. She also needs to 
  prepare them for the time she knows is coming when she will grow 
  too big and womanly to live as a child of the streets, and will have 
  to f nd another way of surviving in the city…
  Nell is small and slight for her age, but nearing a time when she 
  will no longer be able to dart out of a side street or sleep between 
  crates. She has mousy-coloured hair and brown eyes and would be 
  beginning to turn into an attractive young woman, were she not so 
  dirty and dressed in rags.
  Personality Traits
  “If there’s not enough to go round, I can do without.” Nell is self ess 
  when it comes to the Wharf Rats, taking complete responsibility 
  for any failing, be it lack of food or physical injury, regardless of 
  her level of involvement. 
  Ideals
  “T ey all deserve better, and no one else is gonna give it to 
  them.” Nell has taken it upon herself to personally better her 
  charges. If just one or two of them go on to lead a normal 
  life, she will have succeeded.
  Bonds
  “Mess with T e Rats, you get bit.” Nell is f ercely 
  protective of her group, and will do anything to 
  protect their safety and wellbeing.
  Flaws
  “You say you want to help? I see a lot of talkers. 
  I don’t see a lot of doers.” Nell distrusts anyone 
  outside T e Rats, and will read nefarious motives 
  where there are none in reality. 
  Roleplaying Nell
  Nell has the bearing and speech of one much 
  older, and is naturally kind and honest, 
  resenting the life she has to lead. She has a 
  vague memory of a kind lady when she was very young teaching 
  her good manners, so tries to uphold these and pass them on to 
  her children. She will always think of those in her care before 
  considering herself.
  With the exception of the wellbeing of one of her children being on 
  the line, nothing will compel her to seek or accept help from an adult. 
  “Hungry, eh? Ye’d best come in then…
  Wipe yer feet; we’re guests ‘ere.”
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  
  51
  Nell (Level 4)
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 4)
  Background Urchin
  Occupation Pickpocket
  Armor Class 13
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Insight +7, Perception +5, Sleight of Hand +5, Stealth +5, 
  Survival +7, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 15
  Languages Common, Half ing, T ieves’ Cant
  Challenge 1 (200 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as her speed 
  would allow.
  Expertise (Insight, Survival). Nell adds double her prof ciency 
  bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Nell can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nell can take a 
  Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.
  Second-Story Work. Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 3  feet.
  Actions
  Shank. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4 + 3) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  The Rats’ Nest
  Charcoal was usually a reassuring sight to a Wharf Rat. A symbol 
  crudely drawn on a wall meant somewhere to rest your head for 
  the night and safety in numbers. 
  Today, the charcoal in Nell’s hand marked only death. Af er f ve 
  days of ever-dwindling hope, Odo and his scouting party had 
  f nally found Iseult’s body surrounded by f shing nets down on the 
  water’s edge. A drowned Rat. Maybe she’d been clumsy and fallen 
  in. Maybe she’d been caught with her hand in the wrong person’s 
  pocket. It didn’t matter. She was dead and no one outside the 
  Rats would miss her. T e younger children would forget what she 
  looked like in a few weeks.
  Like she had done with so many other names before, Nell drew a 
  sooty line through Iseult’s name on the scraggy parchment nailed 
  to the wall. 
  Nell sighed but shed no tears. Membership in the Wharf Rats 
  f uctuated as children came and went. Some moved on or moved 
  up but many more turned up dead or didn’t turn up at all. Iseult 
  was the third this month. T e Rats were still reeling from losing 
  Wulf nearly 3 weeks back, and Little Erik just 2 days af er. Wulf 
  had been one of the oldest, the strongest. Bull and Big Erik—she 
  supposed they should just call him ‘Erik’ now—had been going 
  out twice as much to try and f ll the gap. Nell smiled a sad smile as 
  she thought of Akosh; the tief ing was only nine, but had already 
  started mimicking Bull and the other long-timers, taking charge 
  of the little ones who had hung around Wulf. T e Rats looked af er 
  their own. 
  A child’s giggle outside the boatshed that was their current home 
  caught Nell’s attention and drew her away from her private grief. 
  Still as nimble as, well, a rat, Nell clambered up into the raf ers and 
  peeked out through the planks at the street below. A handsome 
  elven couple were hand-in hand; the man’s other hand held that of 
  a pretty little girl in her best party dress, carrying a beautiful paper 
  lantern, and with a smudge of chocolate on her cheek. T e lateness 
  of the hour for one of her age must have warranted a special 
  occasion. A birthday party, perhaps.
  Nell looked at the girl excitedly chattering away to her parents, 
  trying her hardest to pretend not to be tired. She knew that at some 
  point she must have had a birthday; she just didn’t know when it 
  was. It didn’t matter anyway, every day was much the same. She 
  judged time by winters and markets and feast days. Nell wasn’t one 
  for feeling sorry for herself, but she allowed herself to watch the 
  family until they passed out of sight. Everyone had their place in 
  this world, she reckoned, and everyone had to play with the hand 
  they were dealt. 
  She descended back into the shed proper, looking over the painted 
  dinghies that each held one or more sleeping Rats. Murron, one of 
  the smallest girls, sat up in hers, bleary-eyed, tired and confused. 
   “Where’s mama?”
  Nell held out her arms. 
   “’Ere,” she said, holding Murron close, “I’m right ‘ere.”
  
  52
  Nell (Level 8)
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 8)
  Background Urchin
  Occupation Pickpocket
  Armor Class 13
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving T rows Dexterity +6, Intelligence +5
  Skills Insight +10, Perception +7, Sleight of Hand +6, Stealth +6, 
  Survival +10, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 17
  Languages Common, Half ing, T ieves’ Cant
  Challenge 2 (450 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as her speed 
  would allow.
  Expertise (Insight, Survival). Nell adds double her prof ciency 
  bonus to skill checks she has expertise with.
  Sneak Attack (+4d6). Once per turn, Nell can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nell can take a 
  Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.
  Second-Story Work. Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 3 feet.
  Uncanny Dodge. When Nell is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nell is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Shank. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4 + 3) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  Nell in Your Game
  Nell can be used to drive home the idea of inequality in the city, 
  perhaps inequality caused by the actions of a villain known to 
  the party. She is utterly distrustful of adults, but it is possible that 
  one may earn her trust enough for her to pass them information, 
  should it be in the Wharf Rats’ best interests.
  Nell would only join a group of adults if the life of one of 
  her children was on the line, and even then she would be 
  uncomfortable in their presence and ready to f ee into a back-
  alley at any time. 
  Quest Hook. One of the Wharf Rats is a convenient scapegoat 
  for a thef , and has been imprisoned, with the possibility 
  of facing the gallows. Having heard their reputation, Nell 
  reluctantly pleads for the party’s help in arranging a jail-break. 
  Once per turn, Nell can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
   On her turn, as a bonus action, Nell can take a 
  Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  When Nell is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Nell is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  uncomfortable in their presence and ready to f ee into a back-
  alley at any time. 
  Quest Hook. One of the Wharf Rats is a convenient scapegoat 
  for a thef , and has been imprisoned, with the possibility 
  of facing the gallows. Having heard their reputation, Nell 
  reluctantly pleads for the party’s help in arranging a jail-break. 
  
  53
  Nell (Level 12)
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 12)
  Background Urchin
  Occupation Pickpocket
  Armor Class 14
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  20 (+5)
  CHA
  14 (+2)
  Saving T rows Dexterity +6, Intelligence +5
  Skills Insight +13, Perception +13, Sleight of Hand +11, 
  Stealth +8, Survival +13, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 23
  Languages Common, Half ing, T ieves’ Cant
  Challenge 3 (700 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as her speed 
  would allow.
  Expertise (Insight, Perception, Sleight of Hand, Survival). 
  Nell adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Nell can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nell can take a 
  Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.
  Second-Story Work. Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 4 feet.
  Uncanny Dodge. When Nell is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nell is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Nell has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Nell makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Actions
  Shank. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d4 + 4) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 f ., 
  one creature. Hit: 7 (1d4 + 4) piercing damage.
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  
  54
  Nell (Level 16)
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 16)
  Background Urchin
  Occupation Pickpocket
  Armor Class 15
  Hit Points 99 (16d8+16)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  20 (+5)
  CHA
  14 (+2)
  Saving T rows Dexterity +10, Intelligence +7, Wisdom +10
  Skills Insight +15, Perception +15, Sleight of Hand +15, 
  Stealth +10, Survival +15, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 25
  Languages Common, Half ing, T ieves’ Cant
  Challenge 5 (1,800 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as her speed 
  would allow.
  Expertise (Insight, Perception, Sleight of Hand, Survival). 
  Nell adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Nell can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nell can take a 
  Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.
  Second-Story Work. Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 feet.
  Uncanny Dodge. When Nell is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nell is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Nell has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Nell makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Use Magic Device. Nell ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Nell is able to hear, she is aware of the location of 
  any hidden or invisible creatures within 10 feet of her.
  Actions
  Shank. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  
  55
  Nell (Level 20)
  Medium Humanoid (Human), Neutral Good
  Class Rogue (lvl 20)
  Background Urchin
  Occupation Pickpocket
  Armor Class 15
  Hit Points 143 (20d8+40)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  20 (+5)
  CHA
  14 (+2)
  Saving T rows Dexterity +11, Intelligence +8, Wisdom +11
  Skills Insight +17, Perception +17, Sleight of Hand +17, 
  Stealth +11, Survival +17, Disguise Kit, T ieves’ Tools
  Senses Passive Perception 27
  Languages Common, Half ing, T ieves’ Cant
  Challenge 6 (2,300 XP)
  City Secrets. Out of combat, Nell can lead a group between any 
  two points in the city she grew up in twice as fast as her speed 
  would allow.
  Expertise (Insight, Perception, Sleight of Hand, Survival). 
  Nell adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Nell can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nell can take a 
  Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Nell can use her Cunning Action to make a Sleight 
  of Hand check, use her thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.
  Second-Story Work. Nell can climb without expending extra 
  movement. In addition, when she makes a running jump, the 
  distance she covers increases by 5 feet.
  Uncanny Dodge. When Nell is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nell is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Nell has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Nell makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Use Magic Device. Nell ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Nell is able to hear, she is aware of the location of 
  any hidden or invisible creatures within 10 feet of her.
  T ief’s Ref exes. Nell can take two turns during the f rst round 
  of any combat. She takes her f rst turn at her normal initiative, 
  and her second turn at her initiative minus 10. She can’t use this 
  feature when she is surprised
  Elusive. No attack roll can have advantage against Nell unless 
  she is incapacitated. 
  Stroke of Luck. If Nell’s attack misses a target within range, she 
  can turn the miss into a hit. Alternatively, if she fails an ability 
  check, she can treat the d20 roll as a 20. Once she uses this 
  feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Shank. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +11 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Weapons, Armor & Items
  Tattered Clothes, Shank, 4 T rowing Knives, Lockpick, Child’s 
  Drawing of 2 Mice, Crude Beaded Necklace 
  WhARF RATS
  Gav
  Barda
  Krea
  Iseult
  Iseult 2days
  2days 5 days 
  5 days 
  Dumpy
  Odo
  Elle 2 days
  2 days
  Big Erik
  Esdeline
  Bull
  Little Erik
  Little Erik 2 days
  2 days
  Murron
  Akosh
  Wulf
  Wulf
  
  56
  Tam Fletcher
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 1)
  Background Entertainer
  Occupation Musician
  Armor Class 15 (Std. Leather)
  Hit Points 11 (1d10+1)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  16 (+3)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  15 (+2)
  Saving T rows Strength +1, Constitution +3
  Skills Insight +4, Perception +4, Performance +4, Persuasion +4, 
  Disguise Kit, Mandolin
  Senses Passive Perception 14
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
  By Popular Demand. Tam can always f nd a place to 
  perform, and can expect free food and lodging at the 
  venue for each performance day.
  Fighting Style (Dueling). When using a melee 
  weapon in one hand and no other weapons, 
  Tam deals +2 damage with it.
  Second Wind. On his turn Tam can use a 
  bonus action to regain 1d10 + 1 hit points. 
  Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Overview
  Tam Fletcher is very good at three things; playing the 
  mandolin, running away while carrying a Gnome and, 
  well, he’ll tell you the other thing later…  
  First and foremost, Tam just wants to play music, have 
  drinks bought for him and wake up next to an adoring 
  fan. However, his performances are also of great help 
  to the thieves’ guild know as the Purse Cutters. T e 
  guild arrange for him and Natterjack (p.44) to play at 
  locations where individuals dangerous to the good of 
  the people are known to frequent, and the pair provide a 
  perfect distraction for the thieves to add a few coins to the 
  guild’s cof ers. 
  He f nds being accessory to cutpurses 
  uncomfortable, or even downright dangerous, 
  but it is very dif  cult for him to say no, especially 
  to a pretty face like Tauberel (p.62), and deep down 
  he knows he’s helping to do good, despite the risks. 
  Tam is loyal to his friends, as evidenced by his long-suf ering 
  devotion to Natterjack. He may sigh and roll his eyes every 
  now and then (he is a performer af er all), but he’ll always come 
  through if he’s needed, no matter how beautiful the girl on his arm 
  may be. 
  Tam thinks himself the embodiment of a dashing rogue; he is tall 
  and slim, with dark, tousled hair and an open collar. When he’s not 
  got his mandolin in hand, a half-f lled ale mug will typically take 
  its place.
  Personality Traits
  “I’m at my happiest with a girl on each arm and a tankard in my 
  hand. But usually, that’s just when the f ghting starts.” Tam is 
  somewhat resigned to his life of crime. He’s not a fan of violence or 
  risk taking, but he has a good heart, and is loyal to his friends.
  Ideals
  “One of these days I’ll have enough to retire. And then no one will 
  throw bottles at me.” Tam doesn’t have any great plans or aims in 
  life. He just wants to be comfortable and happy.
  Bonds
  “I’ve known Natterjack since I was a child. He needs a hand 
  every now and then.” Tam’s plans and romantic conquests 
  go on hold if his friends are in danger. He may not always 
  be happy about it, but he will always run to his friends’ 
  aid without hesitation. 
  Flaws
  “T is next song is for you, Branwynn...
  sorry, Rosalind...no...Kathryn?” 
  Promises Tam makes in his cups 
  and his bed are soon forgotten; he 
  has good intentions, but can get a bit 
  caught up in the moment. 
  Roleplaying Tam
  Tam fancies himself a ladies’ man and is a 
  shameless f irt, though he’s resilient—and 
  well practiced—enough to take rejection in 
  a good natured fashion (which he does on a 
  fairly regular basis). 
  One of his pastimes is attempting to craf  
  a suitable nickname for himself; “Dapper 
  Tam” is the current favorite, having been 
  preceded by “Eight-Strings Fletcher” and 
  “Tam Quickf ngers”. T ese, unsurprisingly, 
  never catch on, but he takes this as a sign 
  that he’s not hit upon the perfect one yet.  
  Tam will f ght if he has to, as a last resort 
  to protect his friends—and he’s not bad at it 
  either—but much prefers running.
  “Another risky thieving job.
  Anyone else remember when we just played music?”
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 14cp, 12sp
  
  57
  Tam Fletcher (Level 4)
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 4)
  Background Entertainer
  Occupation Musician
  Armor Class 16 (Std. Leather)
  Hit Points 31 (4d10+4)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  18 (+4)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14(+2)
  CHA
  15 (+2)
  Saving T rows Strength +1, Constitution +3
  Skills Insight +4, Perception +4, Performance +4, Persuasion +4, 
  Disguise Kit, Mandolin
  Senses Passive Perception 14
  Languages Common, Elvish
  Challenge 1 (200 XP)
  By Popular Demand. Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Second Wind. On his turn Tam can use a bonus action to regain 
  1d10 + 4 hit points. Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Action Surge. On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  it again.
  Improved Critical. Tam scores critical hits on rolls of 19 and 20.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 11 (1d8 + 6) piercing damage.
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 25cp, 12sp
  The Ballad of Dapper Tam
  As Dapper Tam plucked at his strings, 
  An inspired new motif, 
  A f ame-haired maiden caught his eye, 
  Beauty beyond be-
   “T ief!”
  T e gruf  shout cut through the general babble of the tavern like 
  a knife. T ere was a f nal, strained twang from Tam’s mandolin 
  and then there was silence. Tam sighed; he was sure he was getting 
  somewhere with the redhead at the corner table...
  Across the room, a man had Natterjack by the wrist. A worryingly 
  tall, worryingly rough-looking man. 
   “Well done, sir! Well done! I’m with the watch,” Natterjack was 
  yammering, “a lot of pickpockets in this area you see; we’re making 
  sure people have their guard up...”
  “Let him go,” brave Tam declared,
  Descending from the stage,
   “Oi!” shouted Tam, approaching the scuf  e, enthusiasm waning 
  as he got closer, and the man got larger. “...Stop,” he f nished lamely. 
  T e man threw the old gnome aside (still explaining the watch’s 
  anti-pickpocketing strategy), and squared up to Tam, his nasty-
  looking blade half-way out of its sheath. 
   “Don’t you know who I am, boy?” he snarled, twisting the ragged 
  scar that ran down his cheek.  
  Was Tam a-feared? Oh no, not he!
  His blade was in his hand!
  Tam reached, found a handle, and swung, throwing a heavy 
  tankard (along with its contents) into his opponent’s face. He liked 
  to think he heard the man’s nose crunch but, regardless, the eyeful 
  of ale was distraction enough. 
   “Time to go?” asked Natterjack, innocently. 
   “Time to go,” Tam conf rmed, hoisting him over one shoulder. 
  He could write the sword f ght in later...
  
  58
  Tam Fletcher (Level 8)
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 8)
  Background Entertainer
  Occupation Musician
  Armor Class 17 (Std. Leather)
  Hit Points 68 (8d10+16)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Strength +2, Constitution +5
  Skills Insight +5, Perception +5, Performance +6, Persuasion +6, 
  Disguise Kit, Mandolin
  Senses Passive Perception 15
  Languages Common, Elvish
  Challenge 3 (700 XP)
  By Popular Demand. Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Second Wind. On his turn Tam can use a bonus action to regain 
  1d10 + 8 hit points. Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Action Surge. On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  it again.
  Improved Critical. Tam scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  already use his prof ciency bonus. 
  Actions
  Extra Attack. Tam can attack twice with each Attack action.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 12 (1d8 + 7) piercing damage.
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 25cp, 12sp, 15gp
  Tam in Your Game
  Tam is most commonly found at a tavern entertaining the 
  patrons (whether or not this performance is a cover to allow 
  Natterjack to steal a few coppers is up to you). He will certainly 
  introduce himself to any female party members, and has a song 
  written just for them. 
  Tam could be persuaded to join the party, albeit somewhat 
  reluctantly, if there is a promise of a rich reward, or if he’d be 
  disappointing a pretty girl by saying no.
  Quest Hook. Tam is f eeing the scene of a crime, pursued by 
  the guard, and/or another, rougher criminal element (he may 
  or may not be accompanied by Natterjack). Does the party 
  intervene?
  
  59
  Tam Fletcher (Level 12)
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 12)
  Background Entertainer
  Occupation Musician
  Armor Class 18 (Std. Leather)
  Hit Points 100 (12d10+24)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T rows Strength +3, Constitution +6
  Skills Insight +6, Perception +6, Performance +8, Persuasion +8, 
  Disguise Kit, Mandolin
  Senses Passive Perception 16
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  By Popular Demand. Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Fighting Style (Defense). Tam adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Tam can use a bonus action to regain 
  1d10 + 12 hit points. Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Action Surge. On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  it again.
  Improved Critical. Tam scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  already use his prof ciency bonus. 
  Indomitable. Once per day, Tam can reroll a failed saving throw. 
  Once he uses  this feature, he must f nish a short or long rest 
  before using it again.
  Actions
  Extra Attack. Tam can attack three times with each Attack action.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 12 (1d8 + 7) piercing damage.
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 25cp, 112sp, 20gp
  59
  1d10 + 12 hit points. Once he uses this feature, he must f nish a 
   On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  Tam scores critical hits on rolls of 19 and 20.
   Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  Once per day, Tam can reroll a failed saving throw. 
  Once he uses  this feature, he must f nish a short or long rest 
  Master copy:
  If I could roam the gentle hills and valleys of 
  thy form
  Thine eyes, twin (sapphire/emerald/onyx) 
  pools
  Would surely drown this poet’s soul
  Thy (nut-brown/f aming/golden/raven) roots 
  would entwine
  All thought but that I was thine
  If I could roam the gentle hills and valleys of 
  thy face
  My unworthy lips a kiss to place
  
  60
  Tam Fletcher (Level 16)
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 16)
  Background Entertainer
  Occupation Musician
  Armor Class 18 (Std. Leather)
  Hit Points 144 (16d10+48)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Strength +4, Constitution +8
  Skills Insight +7, Perception +7, Performance +10, Persuasion +10, 
  Disguise Kit, Mandolin
  Senses Passive Perception 17
  Languages Common, Elvish
  Challenge 6 (2,300 XP)
  By Popular Demand. Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Fighting Style (Defense). Tam adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Tam can use a bonus action to regain 
  1d10 + 16 hit points. Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Action Surge. On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  it again.
  Superior Critical. Tam scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  already use his prof ciency bonus. 
  Indomitable. Twice per day, Tam can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Actions
  Extra Attack. Tam can attack three times with each Attack action.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 12 (1d8 + 7) piercing damage.
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 200sp, 65gp
  Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Tam adds +1 to his AC when 
  On his turn Tam can use a bonus action to regain 
  1d10 + 16 hit points. Once he uses this feature, he must f nish a 
   On his turn, Tam can take one additional action 
  on top of his regular action and a possible bonus action. Once he 
  uses this feature he must f nish a short or long rest before using 
  Tam scores critical hits on rolls of 18 – 20.
   Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  Twice per day, Tam can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  
  61
  Tam Fletcher (Level 20)
  Medium Humanoid (Human), Chaotic Good
  Class Fighter (lvl 20)
  Background Entertainer
  Occupation Musician
  Armor Class 18 (Std. Leather)
  Hit Points 204 (20d10+80)
  Speed 30 f .
  STR
  9 (–1)
  DEX
  20 (+5)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Strength +5, Constitution +10
  Skills Insight +8, Perception +8, Performance +11, Persuasion +11, 
  Disguise Kit, Mandolin
  Senses Passive Perception 18
  Languages Common, Elvish
  Challenge 9 (5,000 XP)
  By Popular Demand. Tam can always f nd a place to perform, 
  and can expect free food and lodging at the venue for each 
  performance day.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Tam deals +2 damage with it.
  Fighting Style (Defense). Tam adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Tam can use a bonus action to regain 
  1d10 + 20 hit points. Once he uses this feature, he must f nish a 
  long or short rest before using it again.
  Action Surge. Twice per day, on his turn, Tam can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he expends all uses of this feature he must f nish a 
  short or long rest before using it again.
  Superior Critical. Tam scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Tam can add half his prof ciency bonus 
  to any Strength, Dexterity, or Constitution check that doesn’t 
  already use his prof ciency bonus. 
  Indomitable. T ree times per day, Tam can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Survivor. At the beginning of each of his turns, if Tam has less 
  than half of his hit points remaining, he regains 9 hit points. He 
  does not gain this benef t if he has 0 hit points.
  Actions
  Extra Attack. Tam can attack four times with each Attack action.
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 12 (1d8 + 7) piercing damage.
  Weapons, Armor & Items
  Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, 
  Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of 
  Romantic Entanglement, 220sp, 160gp
  
  62
  Tauberel
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 1)
  Background Criminal
  Occupation T ief 
  Armor Class 14 (Leather)
  Hit Points 8 (1d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  13 (+1)
  Saving T rows Dexterity +5, Intelligence +3
  Skills Acrobatics +5,  Deception +3, Insight +4, Perception +4, 
  Sleight of Hand +7, Stealth +7, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 14
  Languages Common, Elvish, T ieves’ Cant
  Challenge  1/2 (100 XP)
  Fey Ancestry. Tauberel has advantage on saving throws 
  against being charmed, and magic cannot put her 
  to sleep. 
  Trance. Tauberel does not sleep. Instead, she 
  meditates for four hours each night. T is grants 
  her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to 
  hide in a crowd even if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the 
  criminal network, and can send and receive messages 
  to them through various means, even over 
  great distances. 
  Expertise (Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus 
  to skill checks she has expertise with.
  Sneak Attack (+1d6). Once per turn, 
  Tauberel can deal an extra 1d6 damage to 
  one creature she hits with an attack if she has advantage 
  on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the 
  attack roll if another enemy of the target is within 5 feet 
  of it, that enemy isn’t incapacitated, and she doesn’t have 
  disadvantage on the attack roll.
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack 
  with her main-hand Dagger, she may also attack with 
  her of -hand Dagger or T rowing Knife as a bonus 
  action, but gains no bonus to the damage roll.
  Dagger (Main-hand). Melee Weapon Attack: 
  +5 to hit, reach 5 f ., one creature. Hit: 6 (1d4 + 3) 
  piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4+3) piercing damage.
  Overview
  Having grown up in the city, the roof ops and alleyways are 
  Tauberel’s forest; here she can track her quarry and disappear 
  without a trace as easily as any wood elf. A natural thief, she 
  steals for the sport of it, seeking a challenge over a wealthy prize. 
  Tauberel is generous with her winnings; she always has a coin to 
  spare for beggars, poor houses and struggling inn keeps. 
  In return she expects information and, if necessary, sanctuary. It 
  is not uncommon for a family about to be turned out to suddenly 
  f nd their outstanding debts paid or for a nobleman to f nd the plot 
  he intended to expand into mysteriously bought up (usually with 
  his own coin, unbeknownst to him). 
  T e poorer population consider Tauberel a “voice of the people”, 
  and can be relied upon to champion the views and rights of the 
  downtrodden, secure in the knowledge that she can simply melt 
  away.  Tauberel has piercing hazel eyes and her sandy brown hair is 
  worn braided with beads, rare coins and other trinkets.
  Personality Traits
  “I love to acquire wealth. Can’t say I have much use for it 
  myself though...” Tauberel loves the sport of thef , approaching 
  a well-guarded purse or lockbox like a trophy hunter would 
  a stag. She can’t resist a challenge, but once the prize is in 
  her hands, she soon loses interest and is happy to part 
  with it.
  Ideals
  “T ose at the top have more than enough. 
  T ose at the bottom have nothing.” Tauberel 
  loves seeing the well-to-do taken down a few 
  pegs. T ose she respects could do with their 
  ego being def ated, those she despises need to 
  know they are not untouchable.
  Bonds
  “Without my network, I’m just a pickpocket.” Tauberel’s 
  success is def ned by her contacts, criminal or 
  otherwise. She relies upon them completely, and utterly 
  trusts them. 
  Flaws
  “I’m not a killer. Force me towards violence, and you’ll 
  never see me again.” If a f ght breaks out, the most 
  Tauberel will do is throw one of her purse-cutting 
  blades to distract an opponent before making good 
  her escape. She may throw down a smoke bomb to 
  help a friend run but, if they’re intent on f ghting, 
  they f ght alone. 
  Roleplaying Tauberel
  Tauberel believes in equality; she has no time for the wealthy and 
  well-to-do (apart from the time it takes to inspect their pockets, 
  naturally), but cares deeply for the plight of those at the bottom of 
  the social ladder. She’s an impulsive kleptomaniac, with absolute 
  conf dence in her network to shield her if she needs to make a 
  break for it.
  “If those fancy folk need those fancy things so badly, 
  you’d think they’d keep a closer eye on them…” 
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 18sp, 4gp. 10 gems each worth 5gp
  
  63
  Tauberel (Level 4)
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 4)
  Background Criminal
  Occupation T ief 
  Armor Class 15 (Leather)
  Hit Points 23 (4d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  13 (+1)
  Saving T rows Dexterity +6, Intelligence +3
  Skills Acrobatics +6,  Deception +3, Insight +5, Perception +5, 
  Sleight of Hand +8, Stealth +8, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 15
  Languages Common, Elvish, T ieves’ Cant
  Challenge 1 (200 XP)
  Fey Ancestry. Tauberel has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep. 
  Trance. Tauberel does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to hide in a crowd even 
  if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances.
  Expertise (Sleight of Hand, Stealth). Tauberel adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Tauberel can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Tauberel can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 4 f .
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack with her 
  main-hand Dagger, she may also attack with her of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +6 to hit, reach 5 f ., 
  one creature. Hit: 7 (1d4 + 4) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +6 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 f ., 
  one creature. Hit: 7 (1d4+4) piercing damage.
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 30sp, 4gp. 10 gems each worth 5gp
  Networking
   “He’ll be taking lodging in Knights Row, and will be gone again 
  within the week. Probably will meet up with that fat trader—you 
  know, the charming fellow with the dead tooth he was with a lot on 
  his last visit—and has a shipment coming in any day now, so he’ll 
  be scouting the docks, looking out. Doesn’t trust anyone else to do 
  that for him. He’s a right nasty customer, Jingles,” Ashdan glanced 
  to see if the new nickname riled her. 
   “T anks, Ash.” She smirked and carried on. “Yes, he’s a real piece 
  of work; I need all the help I can get. I’ve called in more or less 
  every favor I’m owed, but it’s worth it if we can bleed him dry.”
   “Speaking of…” the tief ing gestured to his rapier. 
   “Not this time.” 
  Ashdan pouted sarcastically.
    “I’m serious, do not engage. If it gets to the point you need to 
  get involved, we’ve blown it anyway. Stick to the shadows.”
  *
   “Natterjack, I’m going to need you to pay attention to this.” 
  T e gnome was busy investigating a weevil he’d found in a 
  discarded cork. He shrugged, pocketed the cork, and trotted back 
  over to his companions.
   “T is is a big one, lads, and risky, but if we play our cards right, 
  we’ll have a fortune on our hands. T e target is visiting this tavern 
  tomorrow night. Tam, I’m going to need you to play your best 
  songs the best you can, I want the place packed. Natterjack, take 
  what you can, but if you can lif  his keys, so much the better. If you 
  have to run, lead him away from Knights Row. Got it?”
   “I think I’ll call him Wilbur,” Natterjack said, to no one in particular. 
  Tauberel raised an eyebrow. 
  *
   “I’m just saying it would be incredibly helpful if several smaller 
  jobs were all going on at the same time, is all. Makes it harder to 
  point f ngers, glean motives, you know?”
   “My Rats ain’t on your books, lady.”
  Nell had always been a sticking point, but she was getting better. 
  At least now the girl was willing to talk to her, provided she set the 
  terms of the meeting (not that Tauberel could argue; she still didn’t 
  know where the Rats had their nest). 
   “I’m not asking for a commitment. I just came to tell you what 
  was going on, and that pickings will probably be good. No strings.”
   “I’ll think about it, “ replied Nell, turning her back. Tauberel 
  knew that she would, and that was the best she would get.
  *
   “He’ll be out this evening, and I have a feeling he’ll run into 
  some complications at the tavern which might, unfortunately, 
  delay him. He’ll be moving out of his lodgings within the week, so 
  I suggest you and I help ease that process…”
    “By clearing him out,” Criella f nished bluntly. She lacked 
  subtlety, but was an excellent housebreaker. “You love this, don’t 
  you? Making the rich look like fools, raising the common folk up.”
   “Yes,” smiled Tauberel.
   “T e stealing or the helping?”
   “Yes,” smiled Tauberel. 
  
  64
  Tauberel (Level 8)
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 8)
  Background Criminal
  Occupation T ief 
  Armor Class 16 (Leather)
  Hit Points 43 (8d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  13 (+1)
  Saving T rows Dexterity +8, Intelligence +4
  Skills Acrobatics +11,  Deception +4, Insight +9, Perception +6, 
  Sleight of Hand +11, Stealth +11, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 16
  Languages Common, Elvish, T ieves’ Cant
  Challenge 3 (700 XP)
  Fey Ancestry. Tauberel has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep. 
  Trance. Tauberel does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to hide in a crowd even 
  if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances.
  Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+4d6). Once per turn, Tauberel can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Tauberel can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Tauberel is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Tauberel is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack with her 
  main-hand Dagger, she may also attack with her of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 f ., 
  one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 30sp, 15gp. 10 gems each worth 5gp
  Tauberel in Your Game
  Tauberel represents a rare crime boss with true altruistic 
  intentions. If the player characters need to uncover a criminal 
  conspiracy which will harm the common people, Tauberel will 
  surely know something about it, or at least be willing to lend her 
  aid to f nd out more. 
  Tauberel might take a more active role in proceedings if the 
  party elect to take a non-violent route against enemies of the 
  people; choosing to remove their threat by stealing an object of 
  power for example. However, should the party not do everything 
  they can to avoid unnecessary death along the way, Tauberel can 
  very easily disappear entirely from their lives. 
  Quest Hook. Tauberel needs the party’s help to transport one 
  of her contacts away from the city – they are in over their head, 
  and are being sought af er by a dangerous individual, who has 
  a vendetta against them, and a group of mercenaries at their 
  disposal. T is could be Criella (p. 26), pursued by Garrin (p.144). 
  
  65
  Tauberel (Level 12)
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 12)
  Background Criminal
  Occupation T ief 
  Armor Class 16 (Leather)
  Hit Points 63 (12d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  18 (+4)
  CHA
  15 (+2)
  Saving T rows Dexterity +9, Intelligence +5
  Skills Acrobatics +13,  Deception +6, Insight +12, Perception +8, 
  Sleight of Hand +13, Stealth +13, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 18
  Languages Common, Elvish, T ieves’ Cant
  Challenge 4 (1,100 XP)
  Fey Ancestry. Tauberel has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep. 
  Trance. Tauberel does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to hide in a crowd even 
  if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances.
  Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+6d6). Once per turn, Tauberel can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Tauberel can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Tauberel is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Tauberel is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Tauberel has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Tauberel makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack with her 
  main-hand Dagger, she may also attack with her of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +9 to hit, reach 5 f ., 
  one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +9 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 f ., 
  one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 40sp, 18gp. 10 gems each worth 5gp
  hours each night. T is grants her the benef t of a long rest.
   Tauberel may attempt to hide in a crowd even 
  Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus to skill checks she 
  Once per turn, Tauberel can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On her turn, as a bonus action, Tauberel can 
  Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  When Tauberel is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Tauberel is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
   Tauberel has advantage on Stealth checks if she 
   When Tauberel makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  
  66
  Tauberel (Level 16)
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 16)
  Background Criminal
  Occupation T ief 
  Armor Class 16 (Leather)
  Hit Points 83 (16d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  15 (+2)
  Saving T rows Dexterity +10, Intelligence +6, Wisdom +10
  Skills Acrobatics +15,  Deception +7, Insight +15, Perception +10, 
  Sleight of Hand +15, Stealth +15, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 20
  Languages Common, Elvish, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Fey Ancestry. Tauberel has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep. 
  Trance. Tauberel does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to hide in a crowd even 
  if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances.
  Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+8d6). Once per turn, Tauberel can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Tauberel can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Tauberel is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Tauberel is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Tauberel has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Tauberel makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Tauberel ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Tauberel is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet 
  of her.
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack with her 
  main-hand Dagger, she may also attack with her of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +10 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 140sp, 60gp. 10 gems each worth 5gp
  
  67
  Tauberel (Level 20)
  Medium Humanoid (Wood Elf), Chaotic Good
  Class Rogue (lvl 20)
  Background Criminal
  Occupation T ief 
  Armor Class 16 (Leather)
  Hit Points 103 (20d8+0)
  Speed 35 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  20 (+5)
  CHA
  17 (+3)
  Saving T rows Dexterity +11, Intelligence +7, Wisdom +11
  Skills Acrobatics +17,  Deception +9, Insight +17, Perception +11, 
  Sleight of Hand +17, Stealth +17, Dice, T ieves’ Tools
  Senses  Darkvision 60f ., Passive Perception 21
  Languages Common, Elvish, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Fey Ancestry. Tauberel has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep. 
  Trance. Tauberel does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Mask of the City. Tauberel may attempt to hide in a crowd even 
  if she is only partly obscured.
  Criminal Contact. Tauberel has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances.
  Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). 
  Tauberel adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+10d6). Once per turn, Tauberel can deal an 
  extra 10d6 damage to one creature she hits with an attack if she 
  has advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Tauberel can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Tauberel can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Tauberel can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Tauberel is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Tauberel is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Tauberel has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Tauberel makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Tauberel ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Tauberel is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet 
  of her.
  T ief’s Ref exes. Tauberel can take two turns during the f rst 
  round of any combat. She takes her f rst turn at her normal 
  initiative, and her second turn at her initiative minus 10. She 
  can’t use this feature when she is surprised.
  Elusive. No attack roll can have advantage against Tauberel 
  unless she is incapacitated. 
  Stroke of Luck. If Tauberel’s attack misses a target within range, 
  she can turn the miss into a hit. Alternatively, if she fails an 
  ability check, she can treat the d20 roll as a 20. Once she uses 
  this feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Two-Weapon Fighting. When Tauberel makes an attack with her 
  main-hand Dagger, she may also attack with her of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +11 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +11 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage
  Weapons, Armor & Items
  Leather Armor, 2 Daggers, 2 T rowing Knives, 4 Smoke Bombs, 
  Caltrops, Finger Blade, 300sp, 80gp. 10 gems each worth 5gp
  
  68
  Neutral Aligned Guilds
  Sometimes you don’t need a higher purpose to ply a trade or 
  provide a service; the pursuit of coin, or renown, or simply the 
  love of the work itself is enough. Below are some example guilds 
  working towards no particularly good or ill end, along with 
  suggested membership and af  liates.  
  The Parliament
  T e members of T e Parliament aren’t generally ones to get their 
  hands dirty; they won’t be delving into lost temples and digging up lost 
  artifacts, but someone in their number will be able to tell you where 
  that temple is, and who made the artifact. Enthusiastic amateurs 
  without the formal training or funding to be truly respected, T e 
  Parliament is nonetheless a well-learned collective, and always eager to 
  learn more. T ey meet every so of en to compare notes, share f ndings 
  and pool funds to f nance occasional expeditions. 
  Quranis Kuilanya (p.118) has been a very active member in the 
  past, but for the last few years has been uncharacteristically silent, 
  taking in far more information than she gives out.
  Aticus Greenmoss (p.14) can of en be found at gatherings. He is 
  tolerated by the assembled enthusiasts by virtue of many of his 
  stories having a basis in historical fact, lending interesting context. 
  However, his contributions are of en… dubious.
  On the rare occasions that biology 
  and anatomy are discussed, Nimh 
  (p.162) is likely to be found. She 
  does not come to socialize, but 
  seems to have a great deal of 
  knowledge on the topic from her 
  enigmatic research... 
  stories having a basis in historical fact, lending interesting context. 
  However, his contributions are of en… dubious.
  On the rare occasions that biology 
  and anatomy are discussed, Nimh 
   is likely to be found. She 
  does not come to socialize, but 
  seems to have a great deal of 
  knowledge on the topic from her 
  enigmatic research... 
  The Purple 
  Rose
  From time to time many 
  of the more af  uent folk 
  throughout the realm have 
  need of a particular service. It’s a 
  necessity that most wouldn’t speak of around polite company, and 
  only comes up when another member of the upper class society 
  oversteps their bounds, or makes a social faux-pas that simply can’t 
  be forgiven.
  T is service, of course, is the honored tradition of an elegant 
  assassination. Not your typical throat slash or strangulation; no, 
  T e Purple Rose are responsible for the more subtle approaches, 
  and are well known among the upper elite.
  An agent of T e Purple Rose may take weeks to get the job done, 
  but they will invariably arrange things to look like an accident, 
  or natural causes. T ey may inf ltrate the family, posing as a 
  member of a more powerful noble house than that of the target. 
  Cover stories are of en elaborate and well thought out; a beautiful 
  debutante making herself available for potential suitors, a wealthy 
  land owner searching for a bride to bear his children, or even a 
  distant, aging cousin with no heir, but wealth beyond count that he 
  must leave to someone, you see...
  No matter the con, the target never suspects and, as is all 
  too common among the wealthy, the prospect of yet more 
  wealth makes them blind to treachery and easily seduced 
  by the agent.
  Once the assassin is accepted into the 
  inner circle, the process of sizing up the 
  target begins, and the choosing of a 
  method that best suits the situation. If 
  the target is a young, athletic fellow, an 
  unfortunate accident may befall him 
  during his af ernoon ride. A low branch 
  on the trail at head height, or an 
  exposed tree root to trip the horse. 
  T ere are so many possibilities...
  Perhaps if the target is elderly, a 
  bad cough or fever is in order—
  one they are unlikely to 
  recover from, of course—
  introduced so elegantly 
  through a poisoned thorn 
  in their slipper, or 
  a needle expertly 
  placed into a feather 
  pillow. Eiderdown can 
  be bothersome, as we 
  all know. 
  It doesn’t matter who the target may be. Most agents are in 
  it for the coin, but a select few participate for the rush and the 
  craf . T eir identity remains a complete mystery to all but a 
  select few high-ranking agents. 
  Rumor has it that Talim Nezara (p.174) used to be associated with 
  T e Purple Rose, but no one seems to know for sure. 
  The Quills
  Literacy is not a key concern for most of the populace; readers are 
  rare, writers are rarer, and forgers are nearly unheard of. Among 
  this unusual breed, T e Quills are the best of the best. 
  “Applications must be f lled out clearly with 1) T e purpose of the 
  document(s) required 2) A preferred collection point (deliveries will 
  be made to most commonly inhabited planes. Note that requests to 
  deliver to pocket dimensions will not be fulf lled) and 3) Full name 
  and signature of the applicant. T e blood mark is f nal and binding; 
  no alterations or rescindments are possible once a mark is made. 
  (Note that non-blood signatures carry no guarantee of completion 
  and may delay the application process)” 
  T e document, having been f lled out to specif cations, will disappear 
  in a theatrical puf  of smoke and be replaced with a gray goose feather 
  as proof of receipt. T e document will then pass through the hands 
  of various experts, each adding their own f air to the piece until it is 
  entirely indistinguishable from the genuine article.   
  T e Quills will ask for a favor (of varying legality, dif  culty and 
  commitment) at an unspecif ed point in the future. T ere may 
  be consequences for this favor but T e Quills individually tailor 
  favors to ensure that their consequences will never be worse than 
  those of your forgery being made public. You pay for what you get. 
  
  69
  Neutral Aligned Characters
  Some of these characters could provide interesting interactions for your players, some could be intriguing wrinkles in an otherwise 
  smooth narrative, and some could be full-on adversaries. Use this table to select a neutral character at random. 
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Akirro
  Ranger
  Chaotic Neutral
  Outlander
  Bounty Hunter
  70
  2
  Ankharasos Skarn
  Fighter
  Lawful Neutral
  Soldier
  Mercenary
  76
  3
  Ashdan
  Rogue
  Chaotic Neutral
  Urchin
  Vagabond
  82
  4
  Dariel Chaime
  Warlock
  Chaotic Neutral
  Charlatan
  Swindler
  88
  5
  Enna Moonwhisper
  Fighter
  Chaotic Neutral
  Guild Artisan
  Fletcher
  94
  6
  Frug Timbers
  Rogue
  Chaotic Neutral
  Guild Artisan
  Tinker
  100
  7
  Jana
  Fighter
  Neutral
  Gladiator
  Mercenary
  106
  8
  Orryn Turen
  Rogue
  Neutral
  Charlatan
  Gambler
  112
  9
  Quranis Kuilanya
  Rogue
  Neutral
  Archaeologist
  Antiquarian
  118
  10
  Rurik Rockf st
  Fighter
  Neutral
  Criminal
  Smuggler
  124
  Ka’Laera (p.150) is a master of impersonation, but in the few cases 
  where documentation is necessary, she turns to T e Quills to give 
  her disguise that extra layer of authenticity (signing with the name 
  and blood of whoever she is wearing at the time, naturally). 
   Tauberel (p.62) has been known to make use of their services in 
  dire straits, when it is vital to buy up a deed or sow temporary 
  confusion amongst the upper classes by, for example, casting doubt 
  over a noble’s legitimacy.
  The Silent Road
  No matter what, no matter where, and no matter when, folk will 
  always have a need for transport. Whether that be for themselves, 
  their belongings (or someone else’s) there is always coin to be made.
  T at is the motto of any person claiming to be part of the age old 
  transporter’s guild, T e Silent Road. Most of them wear it (and the 
  signet ring that proves their membership) as a badge of pride, not 
  least because the guild is credited for being reliable. Additionally, 
  they of en fetch higher prices, especially for transporting moody 
  goods; the guild also has a reputation for not asking too many 
  questions.
  T e Silent Road consists of all manner of traders, smugglers, and 
  wagoneers from all across the realm that make their living from 
  transporting a huge array of goods of varying legality, size, scope 
  and destination. Not exclusively used by the unsavory world of 
  the underground, T e Silent Road are also open to accepting  
  legitimate long and short-haul cargo or passenger-movement jobs.
  Rurik Rockf st (p.124) has been a member of the Silent Road for many 
  decades, and is an excellent contact for anyone looking to transport 
  whatever kinds of goods to almost any place within the realm.
  
  70
  Akirro
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 1)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 12 (1d10+2)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +1, Dexterity +5
  Skills Animal Handling +3, Athletics +1,  Investigation +4, 
  Perception +3, Stealth +5, Survival +3, Lyre
  Senses Darkvision 60f ., Passive Perception 13
  Languages Common, Elvish, Dwarvish, Draconic, Goblin
  Challenge 1/2 (100 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he 
  meditates for four hours each night. T is 
  grants him the benef t of a long rest.
  Spellcasting: Akirro uses Wisdom as his 
  spellcasting ability (Spell Save DC 11, +3 
  to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  Wanderer. Akirro can f nd enough 
  food and water for himself and 5 
  others in the wilderness, provided the 
  area is adequately stocked. 
  Additionally, he always recalls 
  the general layout of the area 
  around him.
  Favored Enemy (Kobolds, Goblins). 
  Akirro has advantage on survival checks made 
  when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Mountains). Akirro may double 
  his prof ciency bonus when making Intelligence or 
  Wisdom checks about his favored terrain, as well as 
  other benef ts listed on the following pages.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 8 (1d8 + 3) piercing damage.
  Longbow: Ranged Weapon Attack: +5 to hit, range 
  150/600 f ., one creature. Hit: 8 (1d8 + 3) piercing damage.
  Overview
  Akirro never spends too much time in any one place. He comes 
  from a nomadic tribe of elves that live primarily in the rolling 
  plains in the foothills of the mountains that sprawl across the 
  realm. He was once part of a noble house, but no longer. It is said 
  among some that he was banished from the tribe because of a 
  forbidden romance, but few know the tale in full.
  For many decades he has wandered the realm, seeking adventure 
  and of en danger. Sometimes adventure and danger has sought 
  him. T rough all of his various encounters with beasts, monsters, 
  and bandits, he has sustained many injuries, but always manages to 
  survive even deadly wounds.
  Personality Traits
  “A fork? Why? I’ve two perfectly good hands...” Akirro’s time 
  spent surviving alone in the wilderness has made him rather feral 
  on occasion. It takes him several days to get used to civilization 
  whenever he enters a town or city to trade.
  Ideals
  “Life is like the seasons; in constant change. We all must change 
  with it.” Akirro is not quick to pity his enemies, and has little 
  sympathy even for his party members who happen to get injured 
  or slain.
  Bonds
  “I hunt alone.” Akirro has no family to speak of and now harbors 
  a dark secret from his exile. Very few people can get past his 
  standof  sh personality, but those who do, become 
  longtime friends.
  Flaws
  “A lion can sheathe its claws; it’s still a lion.” He 
  is slow to trust members of other races, tribes, 
  and societies. Even if they are well meaning 
  and well mannered folk. 
  Roleplaying Akirro
  Akirro spends more time observing the conversations 
  and behaviors of others than speaking, especially when in 
  a crowded tavern. Although he speaks many languages, he 
  primarily speaks in common, and sometimes in elvish.
  He treasures his bow above 
  all other possessions, but he is 
  always seeking unique types of 
  arrows to use with is it. To pay for such unique 
  items, he of en joins parties of adventurers with 
  no particular goal apart from treasure, and to 
  stay alive, naturally.
  In combat, Akirro will sneak up on his target 
  and loose several arrows before getting close enough to use his 
  sword. He is particularly good at hunting and slaying kobolds and 
  goblins, of en tagging along with hunting parties charged with 
  clearing out camps or even hordes of the wretched creatures.
  “It is better to remain silent and let people think you are a fool, 
  than to open your mouth and conf rm their suspicions.”
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 10gp, 34sp, 5cp.
   Common, Elvish, Dwarvish, Draconic, Goblin
   Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Akirro does not sleep. Instead, he 
  meditates for four hours each night. T is 
  grants him the benef t of a long rest.
  Akirro uses Wisdom as his 
  spellcasting ability (Spell Save DC 11, +3 
  to hit with spell attacks). He may cast the 
  Akirro can f nd enough 
  food and water for himself and 5 
  others in the wilderness, provided the 
  area is adequately stocked. 
  Additionally, he always recalls 
  the general layout of the area 
  Favored Enemy (Kobolds, Goblins). 
  Akirro has advantage on survival checks made 
  when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall 
  Natural Explorer (Mountains). Akirro may double 
  his prof ciency bonus when making Intelligence or 
  Wisdom checks about his favored terrain, as well as 
  other benef ts listed on the following pages.
   Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 8 (1d8 + 3) piercing damage.
   Ranged Weapon Attack: +5 to hit, range 
  150/600 f ., one creature. Hit: 8 (1d8 + 3) piercing damage.
  Akirro never spends too much time in any one place. He comes 
  “Life is like the seasons; in constant change. We all must change 
  with it.” Akirro is not quick to pity his enemies, and has little 
  sympathy even for his party members who happen to get injured 
  or slain.
  Bonds
  “I hunt alone.” Akirro has no family to speak of and now harbors 
  a dark secret from his exile. Very few people can get past his 
  standof  sh personality, but those who do, become 
  longtime friends.
  Flaws
  “A lion can sheathe its claws; it’s still a lion.” He 
  is slow to trust members of other races, tribes, 
  and societies. Even if they are well meaning 
  and well mannered folk. 
  Roleplaying Akirro
  Akirro spends more time observing the conversations 
  and behaviors of others than speaking, especially when in 
  a crowded tavern. Although he speaks many languages, he 
  primarily speaks in common, and sometimes in elvish.
  He treasures his bow above 
  all other possessions, but he is 
  always seeking unique types of 
  arrows to use with is it. To pay for such unique 
  items, he of en joins parties of adventurers with 
  no particular goal apart from treasure, and to 
  stay alive, naturally.
  In combat, Akirro will sneak up on his target 
  and loose several arrows before getting close enough to use his 
  sword. He is particularly good at hunting and slaying kobolds and 
  goblins, of en tagging along with hunting parties charged with 
  clearing out camps or even hordes of the wretched creatures.
  “It is better to remain silent and let people think you are a fool, 
  than to open your mouth and conf rm their suspicions.”
  Weapons, Armor & Items
  
  71
  Primeval Awareness: Akirro may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends, or undead within a mile of his current location. (6 miles 
  if in favored terrain.)
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d8 + 4) piercing damage.
  Longbow: Ranged Weapon Attack: +8 to hit, range 150/600 f ., one 
  creature. Hit: 9 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 10gp, 42sp, 5cp.
  LONE WOLF
  Out in the night, the pack howled. Akirro was attuned to the needs 
  and ways of beasts; af er all, what was a wolf but a hound with a 
  wild heart? He had positioned himself close to the wolf den as 
  an extra layer of protection. T is was a wild place; man held no 
  dominion here and feared to tread.  He stared into the one vestige 
  of civilization he allowed himself—his paltry f re—and thought of 
  his own pack, now doubtless leagues distant. 
  Years ago the victorious clan had taken him in, along with the 
  other children of their former enemies. T ey said an infant could 
  not be held accountable for the sins of his tribe. Indeed, the 
  dominant pair had themselves taken him in and set him to work 
  with the hounds. As he came of age he found that he was far fonder 
  of these loyal animals than those who had captured him. He grew 
  up side-by-side with the leaders’ daughter: would that he had not.
  He remembered being dragged before her father when he 
  discovered their courting.    
   “You? T e son of a traitor? For the hand of my daughter?”
  Akirro had started of  so brave and def ant, clutching the hand of 
  his beloved and staring down her belligerent father, but felt 
  himself weakening. 
   “I gave you a second chance, took you in, raised you as my 
  own son, and this is how you repay my kindness? I should have 
  expected no dif erent, given your breeding.”
  Was it his breeding; that his father had been chief of the conquered 
  clan? Or was it that Akirro, a simple houndsman, would be an 
  unsuitable match for his daughter? Akirro didn’t know, but he 
  guessed it leveled out to the same end. 
  Banished. He stoked the f ames.  
  At the mouth of the cave, a shape emerged. A wolf, braver than 
  the others, faced him across his meagre campf re. A guardian of 
  nature, eyes and bared teeth stained with glowing f relight. 
  Akirro held its gaze, and approached with an out-faced palm, 
  murmuring an elvish prayer. T e wolf snapped once, then calmly 
  licked the of ered hand. Akirro breathed a sigh of relief. 
  Perhaps he had found his new pack. 
  Akirro (level 4)
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 4)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 36 (4d10+8)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +1, Dexterity +9
  Skills Animal Handling +3, Athletics +1,  Investigation +4, 
  Perception +3, Stealth +6, Survival +3, Lyre
  Senses Darkvision 60f ., Passive Perception 13
  Languages Common, Elvish, Dwarvish, Draconic, Goblin
  Challenge 2 (450 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Wanderer. Akirro can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Kobolds, Goblins). Akirro has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information 
  about them.
  Natural Explorer (Mountains). Akirro is particularly adept at 
  traversing his favored terrain and may double his prof ciency 
  bonus when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, dif  cult terrain doesn’t slow his 
  group’s travel, his group can’t get lost except by magical means, 
  he can engage in another activity such as foraging or tracking 
  and remain alert to danger, he can move stealthily at a normal 
  pace if traveling alone, f nds twice as much food as normal while 
  foraging and, when tracking other creatures, he learns their 
  exact number, sizes, and how long ago they passed through 
  the area.
  Fighting Style (Archery). Akirro gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting: Akirro uses Wisdom as his spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  1st level 3/day: Cure Wounds, Hail of T orns, Hunter’s Mark
  Ranger’s Companion (Wolf). Akirro has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. For no action, Akirro may verbally 
  command the beast to move. Akirro can use an action to 
  command the beast to Attack, Dash, Disengage, Dodge, or Help, 
  and it will follow commands to the best of its ability. When 
  traveling through his favored terrain with only his companion, 
  Akirro can move stealthily at a normal pace. T e Beast gains a 
  +2 to its AC, attack and damage rolls, and saving throws and 
  skills it is prof cient in. Its maximum hit points are as presented 
  in its stat block or 16, whichever is higher. 
  
  72
  Akirro (level 8)
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 8)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 68 (8d10+16)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  15 (+2)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +2, Dexterity +8
  Skills Animal Handling +4, Athletics +2,  Investigation +5, 
  Perception +4, Stealth +8, Survival +4, Lyre
  Senses Darkvision 60f ., Passive Perception 14
  Languages Common, Elvish, Dwarvish, Draconic, Goblin, Giant
  Challenge 3 (700 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Wanderer. Akirro can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Kobolds, Goblins, Giants). Akirro has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Mountains, Underground). Akirro is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Akirro gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting: Akirro uses Wisdom as his spellcasting ability 
  (Spell Save DC 12, +4 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  1st level 4/day: Cure Wounds, Hail of T orns, Hunter’s Mark
  2nd level 3/day: Cordon of Arrows, Pass without a Trace
  Ranger’s Companion (Wolf). Akirro has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. For no action, Akirro may verbally 
  command the beast to move. Akirro can use an action to 
  command the beast to Attack, Dash, Disengage, Dodge, or Help, 
  and it will follow commands to the best of its ability. When 
  traveling through his favored terrain with only his companion, 
  Akirro can move stealthily at a normal pace. T e Beast gains a 
  +3 to its AC, attack and damage rolls, and saving throws and 
  skills it is prof cient in. Its maximum hit points are as presented 
  in its stat block or 32, whichever is higher. 
  Primeval Awareness: Akirro may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends, or undead within a mile of his current location. (6 miles 
  if in favored terrain.)
  Exceptional Training. Akirro can use a bonus action to 
  command his beast companion to Dash, Disengage, Dodge, or 
  Help on any turn when it does not attack.
  Land’s Stride: Akirro may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Actions
  Extra Attack. Akirro makes two attacks per Attack action.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Longbow: Ranged Weapon Attack: +10 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 15gp, 42sp, 20cp.
  Akirro in Your Game
  T e player characters are most likely to encounter Akirro out in 
  the wilderness, and he could be used to break up, or add interest 
  to, a long journey. He is willing to join the party for a time but 
  will most likely leave in the dead of night, without a word. His 
  specialist animal-handling skills could be invaluable to folk that 
  require assistance, whether to cure or placate a friendly beast, or 
  to subdue or vanquish a foe.
  Quest Hook. Akirro is available for hire as a tracker, bounty 
  hunter and animal handler to those who have need of his 
  services. If the party need someone found, Akirro will make 
  himself known to them, if he is not sought out by them f rst. 
  
  73
  Akirro (level 12)
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 12)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 100 (12d10+24)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  15 (+2)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Saving T rows Strength +3, Dexterity +9
  Skills Animal Handling +6, Athletics +3,  Investigation +6, 
  Perception +6, Stealth +9, Survival +6, Lyre
  Senses Darkvision 60f ., Passive Perception 16
  Languages Common, Elvish, Dwarvish, Draconic, Giant, Goblin
  Challenge 5 (1,800 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Wanderer. Akirro can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Kobolds, Goblins, Giants). Akirro has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Mountains, Underground, Plains). Akirro 
  is particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Akirro gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting: Akirro uses Wisdom as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  1st level 4/day: Cure Wounds, Hail of T orns, Hunter’s Mark
  2nd level 3/day: Cordon of Arrows, Pass without a Trace
  3rd level 3/day: Conjure Barrage, Windwall
  Ranger’s Companion (Wolf). Akirro has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. For no action, Akirro may verbally 
  command the beast to move. Akirro can use an action to 
  command the beast to Attack, Dash, Disengage, Dodge, or Help, 
  and it will follow commands to the best of its ability. When 
  traveling through his favored terrain with only his companion, 
  Akirro can move stealthily at a normal pace. T e Beast gains a 
  +4 to its AC, attack and damage rolls, and saving throws and 
  skills it is prof cient in. Its maximum hit points are as presented 
  in its stat block or 48, whichever is higher. 
  Exceptional Training. Akirro can use a bonus action to 
  command his beast companion to Dash, Disengage, Dodge, or 
  Help on any turn when it does not attack.
  Primeval Awareness: Akirro may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends, or undead within a mile of his current location. (6 miles 
  if in favored terrain.)
  Land’s Stride: Akirro may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight: Akirro may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which 
  to create his camouf age. Once Akirro is camouf aged in this 
  way he gains +10 to his Stealth checks as long as he remains 
  stationary without taking actions. Once he moves or takes an 
  action or reaction he must camouf age himself again to gain this 
  benef t.
  Bestial Fury. When Akirro commands his beast companion to 
  attack, it can make two attacks.
  Actions
  Extra Attack. Akirro makes two Attacks per attack action.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Longbow: Ranged Weapon Attack: +11 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 60gp, 150sp.
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 60gp, 150sp.
  
  74
  Akirro (level 16)
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 16)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 132 (16d10+32)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  15 (+2)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving T rows Strength +4, Dexterity +10
  Skills Animal Handling +8, Athletics +4,  Investigation +7, 
  Perception +8, Stealth +10, Survival +8, Lyre
  Senses Darkvision 60f ., Passive Perception 18
  Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin
  Challenge 6 (2,300 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Wanderer. Akirro can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves). 
  Akirro has advantage on survival checks made when tracking 
  his favored enemies, as well as advantage on Intelligence checks 
  to recall information about them.
  Natural Explorer (Mountains, Underground, Plains). Akirro 
  is particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Akirro gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Akirro uses Wisdom as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  1st level, 4/day: Cure Wounds, Hail of T orns, Hunter’s Mark
  2nd level, 3/day: Cordon of Arrows, Pass without a Trace
  3rd level, 3/day: Conjure Barrage, Windwall
  4th level, 2/day: Conjure Woodland Beings, Grasping Vine
  Ranger’s Companion (Wolf). Akirro has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. For no action, Akirro may verbally 
  command the beast to move. Akirro can use an action to 
  command the beast to Attack, Dash, Disengage, Dodge, or Help, 
  and it will follow commands to the best of its ability. When 
  traveling through his favored terrain with only his companion, 
  Akirro can move stealthily at a normal pace. T e Beast gains a 
  +5 to its AC, attack and damage rolls, and saving throws and 
  skills it is prof cient in. Its maximum hit points are as presented 
  in its stat block or 64, whichever is higher. 
  Primeval Awareness: Akirro may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends and undead within a mile of his current location. (6 miles 
  if in favored terrain.)
  Exceptional Training. Akirro can use a bonus action to 
  command his beast companion to Dash, Disengage, Dodge, or 
  Help on any turn when it does not attack.
  Land’s Stride: Akirro may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight: Akirro may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which 
  to create his camouf age. Once Akirro is camouf aged in this 
  way he gains +10 to his Stealth checks as long as he remains 
  stationary without taking actions. Once he moves or takes an 
  action or reaction he must camouf age himself again to gain this 
  benef t.
  Bestial Fury. When Akirro commands his beast companion to 
  attack, it can make two attacks.
  Vanish. Akirro may use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Share Spells. If his beast companion is within 30 f . of him, any 
  spell Akirro casts targeting himself can also target the beast.
  Actions
  Extra Attack. Akirro makes two attacks per Attack action.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Longbow: Ranged Weapon Attack: +12 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 74gp, 175sp.
  
  75
  Akirro (level 20)
  Medium Humanoid (High Elf), Chaotic Neutral
  Class Ranger (lvl 20)
  Background Outlander
  Occupation Bounty Hunter
  Armor Class 15 (Chain Shirt)
  Hit Points 164 (20d10+40)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  15 (+2)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Saving T rows Strength +5, Dexterity +11
  Skills Animal Handling +10, Athletics +5,  Investigation +8, 
  Perception +10, Stealth +11, Survival +10, Lyre
  Senses Darkvision 60f ., Passive Perception 20
  Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin
  Challenge 7 (2,900 XP)
  Fey Ancestry. Akirro has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  Trance. Akirro does not sleep. Instead, he meditates for four 
  hours each night. T is grants him the benef t of a long rest.
  Wanderer. Akirro can f nd enough food and water for himself 
  and 5 others in the wilderness, provided the area is adequately 
  stocked. Additionally, he always recalls the general layout of the 
  area around him.
  Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves). 
  Akirro has advantage on survival checks made when tracking 
  his favored enemies, as well as advantage on Intelligence checks 
  to recall information about them.
  Natural Explorer (Mountains, Underground, Plains). Akirro 
  is particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging and, when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Archery). Akirro gains a +2 to attack rolls with 
  ranged weapons.
  Spellcasting. Akirro uses Wisdom as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: True Strike
  1st level, 4/day: Cure Wounds, Hail of T orns, Hunter’s Mark
  2nd level, 3/day: Cordon of Arrows, Pass without a Trace
  3rd level, 3/day: Conjure Barrage, Windwall
  4th level, 3/day: Conjure Woodland Beings, Grasping Vine
  5th level, 2/day: Conjure Volley, Swif  Quiver
  Ranger’s Companion (Wolf). Akirro has a beast companion 
  which acts on his turn in initiative order, but takes no action 
  unless commanded. For no action, Akirro may verbally 
  command the beast to move. Akirro can use an action to 
  command the beast to Attack, Dash, Disengage, Dodge, or Help, 
  and it will follow commands to the best of its ability. When 
  traveling through his favored terrain with only his companion, 
  Akirro can move stealthily at a normal pace. T e Beast gains a 
  +6 to its AC, attack and damage rolls, and saving throws and 
  skills it is prof cient in. Its maximum hit points are as presented 
  in its stat block or 80, whichever is higher. 
  Primeval Awareness: Akirro may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends and undead within a mile of his current location. (6 miles 
  if in favored terrain.)
  Exceptional Training. Akirro can use a bonus action to 
  command his beast companion to Dash, Disengage, Dodge, or 
  Help on any turn when it does not attack.
  Land’s Stride: Akirro may move through non-magical dif  cult 
  terrain at no extra movement cost. He takes no damage from 
  non-magical plants via thorns, spikes, and other similar hazards. 
  In addition, he has advantage on saving throws against plants 
  that are magically created or manipulated to impede movement.
  Hide in Plain Sight: Akirro may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which 
  to create his camouf age. Once Akirro is camouf aged in this 
  way he gains +10 to his Stealth checks as long as he remains 
  stationary without taking actions. Once he moves or takes an 
  action or reaction he must camouf age himself again to gain this 
  benef t.
  Bestial Fury. When Akirro commands his beast companion to 
  attack, it can make two attacks.
  Vanish. Akirro may use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Share Spells. If his beast companion is within 30 f . of him, any 
  spell Akirro casts targeting himself can also target the beast.
  Feral Senses. When Akirro attacks a creature he can’t see, his 
  inability to see it doesn’t impose disadvantage on his attack 
  roll against it. He is also aware of the location of any invisible 
  creature within 30 f . of him, provided the creature is not hidden 
  from him and he is not blinded of deafened
  Foe Slayer. Once per turn, Akirro can add his Wisdom modif er 
  to the attack roll or the damage roll of an attack he makes 
  against one of his favored enemies. He can choose to use this 
  feature before or af er the roll but before any ef ects of the roll 
  are applied.
  Actions
  Extra Attack. Akirro makes two attacks per Attack action.
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s 
  Pack, Black Beast’s Gaze, 140gp, 175sp.
  
  76
  Ankharasos Skarn
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 1)
  Background Soldier
  Occupation Mercenary
  Armor Class 16 (Chainmail)
  Hit Points 12 (1d10+2)
  Speed 30 f .
  STR
  17 (+3)
  DEX
  8 (–1)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +5, Constitution +4
  Skills Athletics +5, Insight +3, Intimidation +2, Perception +3, 
  Dice, Land Vehicles
  Senses Passive Perception 13
  Languages Common, Draconic
  Challenge 1/2 (100 XP)
  Draconic Ancestry (Red). Ankharasos has resistance 
  to f re. 
  Breath Weapon. Ankharasos can use his action to 
  breathe f re out in a 15 f . cone. T e target must 
  make a DC 12 Dexterity saving throw and 
  take 2d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this 
  feature, he must f nish a long or short rest 
  before using it again.
  Military Rank. Ankharasos has the rank 
  of captain. Soldiers loyal to his 
  former organization recognize 
  this rank. 
  Fighting Style (Great Weapon). When 
  Ankharasos rolls a 1 or 2 on a damage die for 
  an attack he makes with a melee weapon 
  that he is wielding with two hands, he 
  can reroll the die and must use the new 
  roll, even if it is a 1 or a 2. 
  Second Wind. On his turn 
  Ankharasos can use a 
  bonus action to regain 
  1d10 + 1 hit points. Once 
  he uses this feature, he 
  must f nish a long or short 
  rest before using it again.
  Actions
  Warhammer. Melee Weapon Attack 
  (Versatile): +5 to hit, reach 5 f ., one 
  creature. Hit: 8 / 9 (1d8 / 1d10 + 3) 
  bludgeoning damage.
  Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 f ., one 
  creature. Hit: 7 (1d6 + 3) piercing damage.
  Overview
  Motivated only by f ghting, Ankharasos has spent years honing his 
  combat skills, ef ectively modeling himself into a living weapon. 
  It would seem only natural therefore that he is highly sought-af er 
  as a bounty hunter, a service he provides only when he deems his 
  employer, or his quarry, worthy of him.
  Once decided on a course, Ankharasos is relentless, ruthless and 
  utterly unyielding to his current path. He will make enquiries 
  and gather information – violently, if necessary – before forcing a 
  confrontation with his target. Not one to work in shadows, when 
  Ankharasos Skarn comes for you, you’ll know about it.   
  A hulking giant, even by Dragonborn standards, Ankharasos 
  strikes an imposing f gure not forgotten in a hurry, his natural 
  size and strength are augmented with rigorous training and his 
  warhammer, Fury. 
  Personality Traits
  “If Ankharasos Skarn gives his word, it will be done.” Ankharasos 
  sees it as his duty to live and die by his honor. It is not for him to 
  question his contracts (provided that his target is worthy of his 
  martial skill), only to unrelentingly pursue them. 
  Ideals
  “Cowards strike from the dark. A warrior f ghts with 
  honor.” If you f nd yourself f ghting Ankharasos 
  Skarn, you do so one-on-one, face to face, and 
  fully armed.
  Bonds
  “Gold corrodes. Iron rusts. My honor 
  is untarnishable” Ankharasos has no 
  material ties to the world. T e only 
  thing precious to him is his honor.
  Flaws
  “Compromise is a gap in the armor.” 
  Ankharasos’ morals, code and ethics are 
  rigid and inf exible. He will break before 
  he bends.
  Roleplaying 
  Ankharasos
  Ankharasos is unlikely to be 
  talked round to a point of 
  view contrary to one already 
  established – a f ght is usually 
  going to be on the cards. Not 
  an evil creature, or particularly 
  bloodthirsty, he will let an opponent go if 
  he is beaten in fair combat and accept a 
  yield without hesitation.
  Should his target get wind of the assured 
  encounter and attempt to f ee, Ankharasos 
  will hunt them down mercilessly, not with speed, but with 
  glacial inevitability; always at their heels no matter how many 
  cities, kingdoms or leagues of wilderness lie between them. 
  “Crawl out of your cowardly hidey-hole! 
  Come out and face me!”
  Weapons, Armor & Items
  Chainmail, Fury, 4 Javelins, Explorer’s Pack
  
  77
  Ankharasos Skarn (level 4)
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 4)
  Background Soldier
  Occupation Mercenary
  Armor Class 16 (Chainmail)
  Hit Points 36 (4d10+8)
  Speed 30 f .
  STR
  19 (+4)
  DEX
  8 (–1)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  13 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +6, Constitution +4
  Skills Athletics +6, Insight +3, Intimidation +2, Perception +3, 
  Dice, Land Vehicles
  Senses Passive Perception 13
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Draconic Ancestry (Red). Ankharasos has resistance to f re. 
  Breath Weapon. Ankharsos can use his action to breathe f re 
  out in a 15 f . cone. T e target must make a DC 12 Dexterity 
  saving throw and take 2d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this feature, he must f nish 
  a long or short rest before using it again.
  Military Rank. Ankharasos has the rank of captain. Soldiers 
  loyal to his former organization recognize this rank. 
  Fighting Style (Great Weapon). When Ankharsos rolls a 1 or 
  2 on a damage die for an attack he makes with a melee weapon 
  that he is wielding with two hands, he can reroll the die and 
  must use the new roll, even if it is a 1 or a 2. 
  Second Wind. On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 4 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Ankharasos can take 
  an additional action on top of his normal action and possible 
  bonus action. Once he uses this feature, he must f nish a long or 
  short rest before using it again.
  Combat Superiority. Ankharasos has four superiority dice 
  which are d8’s. T ese dice are expended when used and are 
  regained af er a short or long rest. 
  Disarming Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  14, or drop one item of Ankharasos’ choice that it’s holding.
  Riposte. Ankharasos can use his reaction and expend one 
  superiority die when missed by a creature’s melee attack to make 
  a melee weapon attack against it and adds the superiority die to 
  attack’s damage roll on a hit.
  Trip Attack. Trip Attack. Ankharasos may expend one 
  superiority die when he hits a creature with a weapon attack to 
  attempt to knock the target down. He adds the superiority die to 
  the attack’s damage roll. If it is Large or smaller, the target must 
  make a Strength saving throw, DC 14, or fall prone.
  Actions
  Warhammer. Melee Weapon Attack (Versatile): +6 to hit, reach 5 
  f ., one creature. Hit: 9 / 10 (1d8 / 1d10 + 4) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 f ., one 
  creature. Hit: 8 (1d6 + 4) piercing damage.
  Weapons, Armor & Items
  Chainmail, Fury, 4 Javelins, Explorer’s Pack
  Confrontation
   “Come out! Come out and face me!”
  Ankharasos had been shouting at the house for ten minutes now, 
  punctuating his cries with Fury’s haf  on the cobblestones… Ten 
  minutes more and he would kick the door down, but he hoped it 
  wouldn’t come to that; better that the quarry come willingly. 
  Seven minutes later, the man emerged. Ankharasos eyed him 
  dispassionately. His mail was in poor condition, but the sword 
  looked like good quality steel; perhaps he had stolen it. It was not 
  for Ankharasos to ask why he was to be brought in. 
   “You have been judged worthy of the skills of Ankharasos Skarn. 
  For this you should be honored. Defeat me and you go free; yield 
  and you shall accompany me to my employer to answer for your 
  transgressions. Do you accept the terms?”
  T e man snif ed, spat, and, with a wordless yell, charged with 
  sword held high. 
   “Do you accept the terms?” Ankharasos remained unmoving. 
  T e man swung, of -balance from the charge; Ankharasos 
  sidestepped with ease. 
   “Do you accept the terms?” he repeated. 
   “Shut it! I accept!”
  T e sword arced again, and Fury f ashed up to meet it.  
  He was strong, no doubt about it: he’d probably won every tavern 
  brawl he’d instigated, but he was not Ankharasos Skarn. His 
  training was rusty, his technique was sloppy, and soon he had a 
  broken rib and two less teeth, as he sank to the ground. 
  A scuf  ng of a boot on cobbles alerted Ankharasos and he 
  snatched at the air behind, catching the throat of an interloper to 
  the duel. T is one was just recognizably female under a thick layer 
  of dirt and grime, and held a knife in each hand. She attacked like 
  a coward. 
   “I do not have a quarrel with you,” Ankharasos hoisted her up 
  until their faces were level, “but continue on this path, and I shall.” 
  He tossed the woman aside, leaving her to fall in a crumpled heap 
  at the foot of the gathered crowd. 
  Ankharasos approached his quarry, with Fury at the ready. 
   “I yield!” the man cried, eyes on his stricken companion. 
  Ankharasos held out his hand. 
   
  
  78
  Ankharasos Skarn (level 8)
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 8)
  Background Soldier
  Occupation Mercenary
  Armor Class 16 (Chainmail)
  Hit Points 76 (8d10+24)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  8 (–1)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Saving T rows Strength +8, Constitution +6
  Skills Athletics +8, Insight +5, Intimidation +3, Perception +5, 
  Dice, Land Vehicles
  Senses Passive Perception 15
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Draconic Ancestry (Red). Ankharasos has resistance to f re. 
  Breath Weapon. Ankharasos can use his action to breathe f re 
  out in a 15 f . cone. T e target must make a DC 14 Dexterity 
  saving throw and take 3d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this feature, he must f nish 
  a long or short rest before using it again.
  Military Rank. Ankharasos has the rank of captain. Soldiers 
  loyal to his former organization recognize this rank. 
  Fighting Style (Great Weapon). When Ankharasos rolls a 1 or 
  2 on a damage die for an attack he makes with a melee weapon 
  that he is wielding with two hands, he can reroll the die and 
  must use the new roll, even if it is a 1 or a 2. 
  Second Wind. On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 8 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Ankharasos can take 
  an additional action on top of his normal action and possible 
  bonus action. Once he uses this feature, he must f nish a long or 
  short rest before using it again.
  Combat Superiority. Ankharasos has f ve superiority dice 
  which are d8’s. T ese dice are expended when used and are 
  regained af er a short or long rest. 
  Disarming Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  16, or drop one item of Ankharasos’ choice that it’s holding.
  Feinting Attack. Ankharasos can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Menacing Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack. He adds the 
  superiority die to the attack’s damage roll. T e target must 
  make a Wisdom saving throw, DC 16, or become frightened by 
  Ankharasos until the end of his next turn.
  Riposte. Ankharasos can use his reaction and expend one 
  superiority die when missed by a creature’s melee attack to make 
  a melee weapon attack against it and adds the superiority die to 
  attack’s damage roll on a hit.
  Trip Attack. Trip Attack. Ankharasos may expend one 
  superiority die when he hits a creature with a weapon attack to 
  attempt to knock the target down. He adds the superiority die to 
  the attack’s damage roll. If it is Large or smaller, the target must 
  make a Strength saving throw, DC 16, or fall prone.
  Know Your Enemy. Ankharasos can learn certain information 
  about a creature’s capabilities compared to his own if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Actions
  Extra Attack. Ankharasos can attack twice with each Attack action.
  Warhammer. Melee Weapon Attack (Versatile): +8 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Chainmail, Fury, 4 Javelins, Explorer’s Pack
  Ankharasos in Your Game
  Ankharasos could appear as an adversary or an ally for hire in 
  your game. He could be used to drive home the risks of leaving 
  a villain alive if said villain goes on to hire him to hunt down the 
  party (or, perhaps more interestingly, a single member). A player 
  character with links to bounty hunters may know of his unusual 
  methods, or even live in fear of him - perhaps being a rare target 
  who slipped through his net. 
  Ankharasos works alone as a rule, but will work together with 
  others if he f nds they are tracking the same target, providing he 
  alone has the honor of combat with the quarry. 
  Quest Hook. A character from the party’s past has hired 
  Ankharasos to hunt them down. Af er many hints that they 
  are being followed and asked af er, Ankharasos forces a 
  confrontation. Do they f ght with honor, sparing his life if they 
  defeat him, as he would theirs? If they f ght well, perhaps a 
  beaten Ankharasos will accept a contract from them as a life 
  debt. 
  
  79
  Ankharasos Skarn (level 12)
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 12)
  Background Soldier
  Occupation Mercenary
  Armor Class 17 (Splint)
  Hit Points 124 (12d10+48)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  8 (–1)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Saving T rows Strength +9, Constitution +8
  Skills Athletics +9, Insight +6, Intimidation +4, Perception +6, 
  Dice, Land Vehicles
  Senses Passive Perception 16
  Languages Common, Draconic
  Challenge 6 (2,300 XP)
  Draconic Ancestry (Red). Ankharasos has resistance to f re. 
  Breath Weapon. Ankharasos can use his action to breathe f re 
  out in a 15 f . cone. T e target must make a DC 16 Dexterity 
  saving throw and take 4d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this feature, he must f nish 
  a long or short rest before using it again.
  Military Rank. Ankharasos has the rank of captain. Soldiers 
  loyal to his former organization recognize this rank. 
  Fighting Style (Great Weapon). When Ankharasos rolls a 1 or 
  2 on a damage die for an attack he makes with a melee weapon 
  that he is wielding with two hands, he can reroll the die and 
  must use the new roll, even if it is a 1 or a 2.
  Second Wind. On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 12 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Ankharasos can take 
  an additional action on top of his normal action and possible 
  bonus action. Once he uses this feature, he must f nish a long or 
  short rest before using it again.
  Combat Superiority. Ankharasos has f ve superiority dice 
  which are d10’s. T ese dice are expended when used and are 
  regained af er a short or long rest. 
  Disarming Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  17, or drop one item of Ankharasos’ choice that it’s holding.
  Feinting Attack. Ankharasos can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Lunging Attack. Ankharasos can expend one superiority die 
  to increase his reach for one melee weapon attack by 5 feet and 
  adds the superiority die to attack’s damage roll on a hit.
  Menacing Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack. He adds the 
  superiority die to the attack’s damage roll. T e target must 
  make a Wisdom saving throw, DC 17, or become frightened by 
  Ankharasos until the end of his next turn.
  Precision Attack. Ankharasos can expend a superiority die 
  when making a weapon attack against a creature, adding the 
  number rolled to the attack roll.
  Riposte. Ankharasos can use his reaction and expend one 
  superiority die when missed by a creature’s melee attack to make 
  a melee weapon attack against it and adds the superiority die to 
  attack’s damage roll on a hit.
  Trip Attack. Trip Attack. Ankharasos may expend one 
  superiority die when he hits a creature with a weapon attack to 
  attempt to knock the target down. He adds the superiority die to 
  the attack’s damage roll. If it is Large or smaller, the target must 
  make a Strength saving throw, DC 17, or fall prone.
  Know Your Enemy. Ankharasos can learn certain information 
  about a creature’s capabilities compared to his own if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Indomitable. Once per day, Ankharasos can reroll a failed 
  saving throw. Once he uses this feature, he must f nish a short or 
  long rest before using it again.
  Actions
  Extra Attack. Ankharasos can attack three times with each 
  Attack action.
  Warhammer. Melee Weapon Attack (Versatile): +9 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Splint Armor, Fury, 4 Javelins, Explorer’s Pack
  On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 12 hit points. Once he uses this feature, he must 
  Once per day, on his turn, Ankharasos can take 
  an additional action on top of his normal action and possible 
  bonus action. Once he uses this feature, he must f nish a long or 
  which are d10’s. T ese dice are expended when used and are 
  Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  17, or drop one item of Ankharasos’ choice that it’s holding.
  Ankharasos can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  . Ankharasos can expend one superiority die 
  to increase his reach for one melee weapon attack by 5 feet and 
  Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack. He adds the 
  make a Wisdom saving throw, DC 17, or become frightened by 
  Ankharasos can expend a superiority die 
  when making a weapon attack against a creature, adding the 
  Weapons, Armor & Items
  Splint Armor, Fury, 4 Javelins, Explorer’s Pack
  
  80
  Ankharasos Skarn (level 16)
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 16)
  Background Soldier
  Occupation Mercenary
  Armor Class 17 (Splint)
  Hit Points 180 (16d10+80)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  8 (–1)
  CON
  20 (+5)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Saving T rows Strength +10, Constitution +10
  Skills Athletics +10, Insight +8, Intimidation +5, Perception +8, 
  Dice, Land Vehicles
  Senses Passive Perception 18
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Draconic Ancestry (Red). Ankharasos has resistance to f re. 
  Breath Weapon. Ankharasos can use his action to breathe f re 
  out in a 15 f . cone. T e target must make a DC 18 Dexterity 
  saving throw and take 5d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this feature, he must f nish 
  a long or short rest before using it again.
  Military Rank. Ankharasos has the rank of captain. Soldiers 
  loyal to his former organization recognize this rank. 
  Fighting Style (Great Weapon). When Ankharasos rolls a 1 or 
  2 on a damage die for an attack he makes with a melee weapon 
  that he is wielding with two hands, he can reroll the die and 
  must use the new roll, even if it is a 1 or a 2.
  Second Wind. On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Ankharasos can take 
  an additional action on top of his normal action and possible 
  bonus action. Once he uses this feature, he must f nish a long or 
  short rest before using it again.
  Combat Superiority. Ankharasos has six superiority dice which 
  are d10’s. T ese dice are expended when used and are regained 
  af er a short or long rest. 
  Disarming Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  18, or drop one item of Ankharasos’ choice that it’s holding.
  Evasive Footwork. Ankharasos can expend one superiority die 
  when moving, adding the number rolled to his AC until 
  he stops.
  Feinting Attack. Ankharasos can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Lunging Attack. Ankharasos can expend one superiority die 
  to increase his reach for one melee weapon attack by 5 feet and 
  adds the superiority die to attack’s damage roll on a hit.
  Menacing Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack. He adds the 
  superiority die to the attack’s damage roll. T e target must 
  make a Wisdom saving throw, DC 19, or become frightened by 
  Ankharasos until the end of his next turn.
  Precision Attack. Ankharasos can expend a superiority die 
  when making a weapon attack against a creature, adding the 
  number rolled to the attack roll.
  Pushing Attack. Ankharasos can expend one superiority die 
  when he hits a creature with a weapon attack to attempt to 
  push the target away. He adds the superiority die to the attack’s 
  damage roll. If it is Large or smaller, the target must make a 
  Strength saving throw, DC 18, or be pushed away up to 15 f . 
  Riposte. Ankharasos can use his reaction and expend one 
  superiority die when missed by a creature’s melee attack to make 
  a melee weapon attack against it and adds the superiority die to 
  attack’s damage roll on a hit.
  Trip Attack. Trip Attack. Ankharasos may expend one 
  superiority die when he hits a creature with a weapon attack to 
  attempt to knock the target down. He adds the superiority die to 
  the attack’s damage roll. If it is Large or smaller, the target must 
  make a Strength saving throw, DC 18, or fall prone.
  Know Your Enemy. Ankharasos can learn certain information 
  about a creature’s capabilities compared to his own if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Relentless. When Ankharasos rolls initiative and has no 
  superiority dice remaining he gains one superiority die.
  Indomitable. Twice per day, Ankharasos can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Actions
  Extra Attack. Ankharasos can attack three times with each 
  Attack action.
  Warhammer. Melee Weapon Attack (Versatile): +10 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Splint Armor, Fury, 4 Javelins, Explorer’s Pack
  
  81
  Ankharasos Skarn (level 20)
  Medium Humanoid (Dragonborn), Lawful Neutral
  Class Fighter (lvl 20)
  Background Soldier
  Occupation Mercenary
  Armor Class 17 (Splint)
  Hit Points 224 (20d10+100)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  8 (–1)
  CON
  20 (+5)
  INT
  12 (+1)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Saving T rows Strength +11, Constitution +11
  Skills Athletics +11, Insight +10, Intimidation +6, Perception +10, 
  Dice, Land Vehicles
  Senses Passive Perception 20
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Draconic Ancestry (Red). Ankharasos has resistance to f re. 
  Breath Weapon. Ankharasos can use his action to breathe f re 
  out in a 15 f . cone. T e target must make a DC 19 Dexterity 
  saving throw and take 5d6 damage on a failed saving throw, or 
  half on a successful one. Once he uses this feature, he must f nish 
  a long or short rest before using it again.
  Military Rank. Ankharasos has the rank of captain. Soldiers 
  loyal to his former organization recognize this rank. 
  Fighting Style (Great Weapon). When Ankharasos rolls a 1 or 
  2 on a damage die for an attack he makes with a melee weapon 
  that he is wielding with two hands, he can reroll the die and 
  must use the new roll, even if it is a 1 or a 2.
  Second Wind. On his turn Ankharasos can use a bonus action 
  to regain 1d10 + 20 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on his turn, Ankharasos can take 
  one additional action on top of his regular action and a possible 
  bonus action. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Combat Superiority. Ankharasos has six superiority dice which 
  are d12’s. T ese dice are expended when used and are regained 
  af er a short or long rest. 
  Disarming Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack to attempt to 
  disarm the target. He adds the superiority die to the attack’s 
  damage roll. T e target must make a Strength saving throw, DC 
  19, or drop one item of Ankharasos’ choice that it’s holding.
  Evasive Footwork. Ankharasos can expend one superiority die 
  when moving, adding the number rolled to his AC until 
  he stops.
  Feinting Attack. Ankharasos can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Lunging Attack. Ankharasos can expend one superiority die 
  to increase his reach for one melee weapon attack by 5 feet and 
  adds the superiority die to attack’s damage roll on a hit.
  Menacing Attack. Ankharasos can expend one superiority 
  die when he hits a creature with a weapon attack. He adds the 
  superiority die to the attack’s damage roll. T e target must 
  make a Wisdom saving throw, DC 19, or become frightened by 
  Ankharasos until the end of his next turn.
  Precision Attack. Ankharasos can expend a superiority die 
  when making a weapon attack against a creature, adding the 
  number rolled to the attack roll.
  Pushing Attack. Ankharasos can expend one superiority die 
  when he hits a creature with a weapon attack to attempt to 
  push the target away. He adds the superiority die to the attack’s 
  damage roll. If it is Large or smaller, the target must make a 
  Strength saving throw, DC 19, or be pushed away up to 15 f . 
  Riposte. Ankharasos can use his reaction and expend one 
  superiority die when missed by a creature’s melee attack to make 
  a melee weapon attack against it and adds the superiority die to 
  attack’s damage roll on a hit.
  Trip Attack. Trip Attack. Ankharasos may expend one 
  superiority die when he hits a creature with a weapon attack to 
  attempt to knock the target down. He adds the superiority die to 
  the attack’s damage roll. If it is Large or smaller, the target must 
  make a Strength saving throw, DC 19, or fall prone.
  Know Your Enemy. Ankharasos can learn certain information 
  about a creature’s capabilities compared to his own if he spends 
  at least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Relentless. If Ankharasos has no superiority dice when he rolls 
  initiative, he gains one superiority die.
  Indomitable. T ree times per day, Ankharasos can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Actions
  Extra Attack. Ankharasos can attack four times with each 
  Attack action.
  Warhammer. Melee Weapon Attack (Versatile): +11 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +11 to hit, range 30/120 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Splint Armor, Fury, 4 Javelins, Explorer’s Pack
  
  82
  Ashdan
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 1)
  Background Urchin
  Occupation Vagabond
  Armor Class 14 (Std. Leather)
  Hit Points 7 (1d8–1)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  8 (–1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  15 (+2)
  Saving T rows Dexterity +4, Intelligence +3
  Skills Acrobatics +4, Deception +6, Insight +4, Persuasion +4, 
  Sleight of Hand +6, Stealth +4, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip 
  using Charisma as his spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group 
  between any two points in the city he grew up in twice as 
  fast as his speed would allow.
  Expertise (Deception and Sleight of Hand). Ashdan adds 
  double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+1d6). Once per turn, Ashdan can deal an 
  extra 1d6 damage to one creature he hits with an attack 
  if he has advantage on the attack roll. 
  T e attack must use a f nesse or 
  ranged weapon. He doesn’t need 
  advantage on the attack roll if 
  another enemy of the target is within 5 feet 
  of it, that enemy isn’t incapacitated, and he 
  doesn’t have disadvantage on the 
  attack roll.
  Actions
  Rapier. Melee Weapon Attack: +4 to 
  hit, reach 5 f ., one creature. Hit: 7 
  (1d8 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon 
  Attack: +4 to hit, range 30/120 f ., one 
  creature. Hit: 6 (1d6 + 2) piercing damage.
  Overview
  Union of a tief ing and any other race always produce 
  a tief ing. Ashdan’s mother was unaware of this, and 
  upon his birth was reminded of that shameful night 
  nine months ago with an unscrupulous but charming traveling 
  showman. Rather than live with that disgrace, the baby was 
  abandoned, growing up f rst in a poorhouse and then in various 
  gangs.
  Fearing that any children he might have would meet a similar 
  fate, Ashdan has been mostly successful at avoiding the romantic 
  side of life. His one notable lapse ended with the death of his love, 
  Emeline, at the hands of a superstitious mob. 
  Ashdan has been a thief and an assassin in a society that mistrusts 
  or outright despises his kind, though he keeps some standards 
  and refuses to kill those who don’t deserve it. He has no loyalties 
  to any particular gang, and none would have him. However, he is 
  willing to work for anyone who has enough coin and a job not too 
  repulsive to his, admittedly somewhat lax, morals. His quick wits 
  and sharp tongue have kept him alive on more than one occasion, 
  and almost killed him on many others.
  Ashdan’s skin is a brick red, as bef ts his f endish heritage. T is, 
  along with his curving ram’s horns would make him cut an 
  imposing f gure if not for his skinny, gangly frame. He wears one of 
  Emeline’s bangles on his lef  horn.
  Personality Traits
  “If I insult you, I like you. If I give you an unf attering nickname, 
  we may be friends for life.” Ashdan doesn’t have time for those 
  who take themselves too seriously. How someone takes a 
  jibe or a nickname is a good way for him to quickly f nd 
  out how much respect someone deserves.
  Ideals
  “Can’t we all just enjoy ourselves?” Ashdan doesn’t 
  really have a plan beyond f nding a place to bed down 
  for the night. He wants others to be happy, but doesn’t 
  have a great deal of investment in it. 
  Bonds
  “I’m never losing someone I care about again.” 
  Ashdan’s choice not to care too much about anyone or 
  anything is, in part, a defence mechanism, and became 
  far more pronounced af er losing Emeline.
  Flaws
  “Everyone is open to my mockery. Unfortunately, 
  ‘everyone’ includes some very dangerous people.” T ere 
  are some places Ashdan simply cannot go any more. T e 
  wrong insult to the wrong crime lord can mean a hef y 
  price on your head... 
  Roleplaying Ashdan
  Due to his past experiences, Ashdan hates persecution 
  and people being put down simply because of the way 
  they are. He actively refuses to take anything seriously, 
  af ecting a devil-may-care attitude and lying about his 
  motivations for doing good deeds, citing the promise of gold 
  or similar rather than admitting he simply wants to bring some 
  good into the world.
  If he f nds himself in combat, Ashdan f ghts dirty, with no qualms 
  about distracting an opponent (be it sand to the eyes or a rambling, 
  insulting tirade). Should the opportunity present itself, he has a 
  particular fondness for head butts, where his thickened forehead 
  gives him a natural advantage. 
  “Serious is overrated. I was serious once; 
  it was awful.”
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 4gp, 20sp, 16cp, Gold 
  Bangle (5gp), Heads & Tails
  
  83
  Ashdan (level 4)
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 4)
  Background Urchin
  Occupation Vagabond
  Armor Class 15 (Std. Leather)
  Hit Points 19 (4d8–4)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  8 (–1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Intelligence +3
  Skills Acrobatics +5, Deception +7, Insight +4, Persuasion +5, 
  Sleight of Hand +7, Stealth +5, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1 (200 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip, 
  and Hellish Rebuke as a 2nd level spell using Charisma as his 
  spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  would allow.
  Expertise (Deception and Sleight of Hand). Ashdan adds double 
  his prof ciency bonus to skill checks he has expertise with.
  Sneak Attack (+2d6). Once per turn, Ashdan can deal an extra 
  2d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the attack 
  roll.
  Cunning Action. Ashdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Fast Hands. Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 f .
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 f ., 
  one creature. Hit: 7 (1d6 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 13gp, 20sp, 16cp, Gold 
  Bangle (5gp), Heads & Tails
  Child’s Play
   “Sir! Sir! Alms for a poor orphan, sir!”
  Ashdan wasn’t used to being a ‘sir’. He knew the ‘poor orphan’ bit 
  well enough, though. He guessed the girl was about thirteen, far 
  too young for this life. 
   “What’s your story then?” He crossed to her, crouched, and 
  reached for his coin purse for a silver (not gold, he wasn’t made of 
  money). It was at this point he realized his coin purse was missing. 
  T at little…
  T rough the crowd, he saw a second, even smaller f gure running, 
  nimbly dodging the bigger folk. Ashdan af orded a quick glance to 
  the now very smug-looking girl.
   “Very nice.”  Professional courtesy never hurt, but it wouldn’t get 
  him back his damned silver…
  People tended to give Ashdan a wide berth anyway, so he had little 
  issue giving chase, past a pottery merchant throwing curses, over 
  the back of a hog on its way to market, through a back alley and…
  lost him. A roof tile fell and shattered on the cobbles at his feet. 
  Perhaps not…
  Ashdan hadn’t been up on the roof ops for a while; he would not 
  describe his ascent as ‘smooth’, or ‘on his f rst try’. By the time he 
  got up there, there was no sign of the child.  
  Beneath his feet, he heard the muf  ed chanting of supplicants at 
  prayer. Temples made Ashdan uneasy and, he mused, he made 
  people in temples uneasy. Best they kept to themselves. 
  Scouring the roof ops took the better part of the af ernoon. It was 
  getting dark, and it was their f re that gave them away; supposedly 
  empty warehouses on the docks didn’t tend to keep a light among 
  the raf ers. T ere looked to be about ten of them gathered around 
  it, the girl included, Ashdan saw through a gap in the roof which 
  he supposed they were using as an entrance. Stealing closer, he 
  could see, piled on a crate with a few others, his coin purse. He 
  inched forward, grabbed it, and struck what he hoped was an 
  impressive pose. 
   “Lesson one, children: choose your mark.”
  
  84
  Ashdan (level 8)
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 8)
  Background Urchin
  Occupation Vagabond
  Armor Class 15 (Std. Leather)
  Hit Points 35 (8d8–8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  8 (–1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +7, Intelligence +4
  Skills Acrobatics +7, Deception +9, Insight +5, Persuasion +9, 
  Sleight of Hand +10, Stealth +10, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Infernal, T ieves’ Cant
  Challenge 2 (450 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as his spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  would allow.
  Expertise (Deception, Persuasion, Sleight of Hand, Stealth). 
  Ashdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Ashdan can deal an extra 
  4d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Ashdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Fast Hands. Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Ashdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Ashdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d8 + 4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 f ., 
  one creature. Hit: 8 (1d6 + 4) piercing damage.
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 13gp, 44sp, 16cp, Gold 
  Bangle (5gp), Heads & Tails
  Ashdan in Your Game
  Ashdan, as a low level criminal with no particular af  liations, 
  sees a lot of what goes on in the criminal underworld, and has 
  no compunctions about passing this information on to the right 
  person for the right price. For this reason, he is an ideal regular 
  contact for any player character with a criminal past, but also 
  works as an NPC to dispense information about shady goings-
  on to an investigating party.  
  Ashdan might join the party if they are pursuing a quest to 
  stop discrimination or subjugation, though, of course, he will 
  maintain that his interests are purely f nancial.  
  Quest Hook. Af er providing useful information to the players 
  on a few occasions, Ashdan is kidnapped by an adversary and 
  held to ransom. Do the players care enough about this low-life 
  to risk his rescue?
  
  85
  Ashdan (level 12)
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 12)
  Background Urchin
  Occupation Vagabond
  Armor Class 16 (Std. Leather)
  Hit Points 51 (12d8-12)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  8 (-1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T rows Dexterity +9, Intelligence +5
  Skills Acrobatics +9, Deception +12, Insight +6, Persuasion +12, 
  Sleight of Hand +13, Stealth +13, Disguise Kit, T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Infernal, T ieves’ Cant
  Challenge 4 (1,100 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as his spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  would allow.
  Expertise (Deception, Persuasion, Sleight of Hand, Stealth). 
  Ashdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Ashdan can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Ashdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Fast Hands. Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Ashdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Ashdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ashdan has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Ashdan makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 f ., 
  one creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 14gp, 60sp, 16cp, Gold 
  Bangle (5gp), Heads & Tails
  Ashdan has resistance to f re.
  T aumaturgy cantrip, 
  T aumaturgy cantrip, 
  T aumaturgy
  Darkness spell using 
  Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
  Ashdan adds double his prof ciency bonus to skill checks he has 
  Once per turn, Ashdan can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  Ashdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  When Ashdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
   When Ashdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
   Ashdan has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
   When Ashdan makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  
  86
  Ashdan (level 16)
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 16)
  Background Urchin
  Occupation Vagabond
  Armor Class 16 (Std. Leather)
  Hit Points 67 (16d8–16)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  8 (–1)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Intelligence +6
  Skills Acrobatics +10, Deception +15, Insight +7, Persuasion +15, 
  Sleight of Hand +15, Stealth +15, Disguise Kit, 
  T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Infernal, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as his spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  would allow.
  Expertise (Deception, Persuasion, Sleight of Hand, Stealth). 
  Ashdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Ashdan can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Ashdan can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Ashdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Ashdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ashdan has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Ashdan makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Ashdan ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Ashdan is able to hear, he is aware of the location 
  of any hidden or invisible creatures within 10 feet of him.
  Actions
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 f ., 
  one creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 74gp, 60sp, Gold Bangle 
  (5gp), Heads & Tails
  
  87
  Ashdan (level 20)
  Medium Humanoid (Tief ing), Chaotic Neutral
  Class Rogue (lvl 20)
  Background Urchin
  Occupation Vagabond
  Armor Class 16 (Std. Leather)
  Hit Points 83 (20d8–20)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  8 (–1)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving T rows Dexterity +11, Intelligence +7
  Skills Acrobatics +11, Deception +17, Insight +9, Persuasion +17, 
  Sleight of Hand +17, Stealth +17, Disguise Kit, 
  T ieves’ Tools
  Senses Darkvision 60f ., Passive Perception 13
  Languages Common, Infernal, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Hellish Resistance. Ashdan has resistance to f re.
  Infernal Legacy. Ashdan can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as his spellcasting modif er.
  City Secrets. Out of combat, Ashdan can lead a group between 
  any two points in the city he grew up in twice as fast as his speed 
  would allow.
  Expertise (Deception, Persuasion, Sleight of Hand, Stealth). 
  Ashdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Ashdan can deal an extra 
  10d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Ashdan can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ashdan can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ashdan can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Ashdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Ashdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ashdan has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Ashdan makes an ability check that lets 
  his add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Ashdan ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Ashdan is able to hear, he is aware of the location 
  of any hidden or invisible creatures within 10 feet of him.
  T ief’s Ref exes. Ashdan can take two turns during the f rst 
  round of any combat. He takes his f rst turn at his normal 
  initiative, and his second turn at his initiative minus 10. He can’t 
  use this feature when he is surprised.
  Elusive. No attack roll can have advantage against Ashdan 
  unless he is incapacitated. 
  Stroke of Luck. If Ashdan’s attack misses a target within range, 
  he can turn the miss into a hit. Alternatively, if he fails an ability 
  check, he can treat the d20 roll as a 20. Once he uses this feature 
  he cannot use it again until he f nishes a short or long rest.
  Actions
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 f ., 
  one creature. Hit: 9 (1d6 + 5) piercing damage.
  Weapons, Armor & Items
  Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather, 
  Worn Common Clothes, T ieves’ Tools, 90gp, 100sp, Gold Bangle 
  (5gp), Heads & Tails
  You do not know me and, until recently, I 
  knew nothing of you.  
  You do not know me and, until recently, I 
  knew nothing of you.  
  You do not know me and, until recently, I 
  I know that you and I have both been 
  dealt unfair hands by fate. We have both 
  I know that you and I have both been 
  dealt unfair hands by fate. We have both 
  I know that you and I have both been 
  grown up alone, abandoned, with no   
  dealt unfair hands by fate. We have both 
  grown up alone, abandoned, with no   
  dealt unfair hands by fate. We have both 
  family to speak of. We do not have to be 
  alone any more. 
  I understand if you do not wish to meet me 
  after all these years. We have lasted this 
  I understand if you do not wish to meet me 
  after all these years. We have lasted this 
  I understand if you do not wish to meet me 
  long without each other after all. If,  
  after all these years. We have lasted this 
  long without each other after all. If,  
  after all these years. We have lasted this 
  however, you wish to see me, I will keep a 
  table at The Drake and Griffon. First one’s 
  however, you wish to see me, I will keep a 
  table at The Drake and Griffon. First one’s 
  however, you wish to see me, I will keep a 
  on me. 
  Your sister,
  Criella
  
  88
  Dariel Chaime
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 1)
  Background Charlatan
  Occupation Swindler
  Armor Class 11
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving T rows Wisdom +4, Charisma +5
  Skills Deception +5, Insight +4, Perception +4, Performance +5, 
  Persuasion +5, Sleight of Hand +3, Disguise Kit, Forgery Kit
  Senses Darkvision 60f ., Passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 1/2 (100 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, 
  including relevant documents, contacts and 
  disguises. In addition, he can forge 
  documents and mimic handwriting as long 
  as he has seen an example of the kind of 
  document or a sample of the handwriting. 
  Pact Magic. Dariel uses Charisma as his 
  spellcasting ability (Spell Save DC 13, +5 to hit 
  with spell attacks). He may cast the following 
  spells:
  Cantrips: Friends, Minor Illusion
  1st level, 1/day: Charm Person, Expeditious 
  Retreat
  Otherworldly Patron (T e Archfey). Dariel’s Fey 
  patron gives him access to the spells Faerie Fire 
  and Sleep.
  Fey Presence. Dariel’s patron gives him the 
  ability to project the beguiling and fearsome 
  presence of the fey. As an action he can cause 
  each creature in a 10-foot cube originating 
  from him to make a Wisdom saving throw DC 
  13. T e creatures that fail their saving throw 
  are either charmed or frightened by him, his 
  choice, until the end of his next turn. He must 
  take a rest before using this feature again.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 
  f ., one creature. Hit: 4 (1d4 + 1) piercing damage.
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 f ., one 
  creature. Hit: 4 (1d4 + 1) piercing damage.
  Overview
  You want your stars read? Find Dariel Chaime. Unlucky in love? 
  Dariel Chaime can help. Unsightly warts, moles or other facial 
  growths? You’re in luck. A steady stream of satisf ed customers 
  trickle through his door but, some cynics remark, it doesn’t seem 
  that Dariel Chaime does anything at all…
  A keen traveller in his youth, Dariel ventured as far as the steaming 
  jungles across the sea. T ere, in the damp, green dark, amid 
  bastioned roots and knotted vines, he met Vasivasy, the antlered 
  lord. Amused by the capering of mortals, the Spirit took Dariel 
  into his service, giving him a measure of power to use to trick and 
  deceive – “Entertain me.” 
  Dariel returned home with a new directive, new skills and, 
  crouched on his shoulder, a new companion and familiar, Oogra; a 
  gif  from his patron. T e lemur has an uncanny knack for ferreting 
  out hidden valuables, and snif  ng out lies.
  Dariel has set up shop of ering marvelous remedies, fortune telling 
  and general magical assistance. T e more audacious the lie he sells, 
  the more amused T e Archfey grows, and the stronger the charm 
  he casts on his mark has to be to cover his tracks…
  Personality Traits
  “I provide a service. If people think they’re getting helped, that’s 
  helping, right?” Dariel is a compulsive liar and, with the charms to 
  back it up, is completely unpredictable, but he won’t pursue any 
  clearly evil end which would lead to death and suf ering.   
  Ideals
  “Deceive, humiliate and f nancially 
  ruin, but it’s not funny if someone dies” 
  Dariel sees himself as something of a cut above 
  other criminals due to his refusal to kill. His priority 
  is his own entertainment and gain, not others’ loss.
  Bonds
  “If she’s happy, I’m happy” Oogra is Dariel’s link to 
  his patron, and acts as a partner in crime. Neither 
  of them is truly in control of the other, but they 
  work towards the same aim. 
  Flaws
  “My course is the one that’s most entertaining at the 
  time” ...and if that means selling you out, well, 
  that’s just too bad for you. 
  Roleplaying Dariel
  Dariel is a supreme trickster; any 
  chance he has to deceive others he’ll 
  take, both to keep in his patron’s 
  good books and to amuse his own 
  mischievous nature. He is not a violent man, 
  f eeing if his charms prove inef ective and combat 
  breaks out. 
  Oogra is constantly goading Dariel on to greater and 
  greater trickery. She uses her somewhat of -putting 
  appearance to great ef ect; generally leaping on and 
  pawing at customers as soon as they walk through the 
  door, both getting a sense of their valuables and putting 
  them on the back foot in one fell swoop. 
  “You know, I think I’ve got just the thing, and you… well, that’s 
  a very pretty necklace.”
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 8gp, 26sp, 30cp, 3 gems each worth 5gp
  
  89
  Dariel Chaime (level 4)
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 4)
  Background Charlatan
  Occupation Swindler
  Armor Class 11
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  19 (+4)
  Saving T rows Wisdom +4, Charisma +6
  Skills Deception +6, Insight +4, Perception +4, Performance +6, 
  Persuasion +6, Sleight of Hand +3, Disguise Kit, Forgery Kit
  Senses Darkvision 60f ., Passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Pact Magic. Dariel uses Charisma as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Minor Illusion, Prestidigitation
  2nd level, 2/day: Charm Person, Enthrall, Expeditious Retreat, 
  Illusory Script, Suggestion
  Otherworldly Patron (T e Archfey). Dariel’s Fey patron gives 
  him access to the spells Calm Emotions, Faerie Fire, Phantasmal 
  Force, and Sleep.
  Fey Presence. As an action, Dariel can attempt to charm or 
  frighten a group of creatures. Each creature in a 10-foot cube 
  originating from him must make a Wisdom saving throw, DC 
  14, or become frightened or charmed (Dariel’s choice) until the 
  end of his next turn. Once he uses this feature, he cannot use it 
  again until he f nishes a short or long rest. 
  Pact of the Chain (Oogra).  Dariel knows the Find Familiar 
  spell and can cast it as a ritual. T e spell doesn’t count against his 
  number of spells known. His familiar is Oogra, an aye aye lemur 
  (p.90). Additionally, when he takes the Attack action, he can 
  forgo one of his own attacks to allow his familiar to make one 
  attack of its own.
  Misty Visions. Dariel can cast Silent Image at will, without 
  expending a spell slot or material components.
  Voice of the Chain Master. Dariel can communicate 
  telepathically with Oogra and perceive through her senses as 
  long as she is on the same plane of existence. Additionally, while 
  perceiving through her senses, he can speak through Oogra in 
  his own voice. 
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 f ., one creature. 
  Hit: 4 (1d4 + 1) piercing damage.
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 f ., one 
  creature. Hit: 4 (1d4 + 1) piercing damage.
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 14gp, 26sp, 30cp, 3 gems each worth 5gp
  Quid Pro Quo
  T e sign above the dingy shopfront, fashioned in the shape of what 
  many (to Oogra’s great annoyance) thought was a bushy-tailed black 
  cat, read ‘Dariel Chaime: Fortunes Told and Miracles Dispensed’. 
  T rough the grubby windows were walls of shelves and cubbyholes 
  packed with bottles, herbs, totems, tins, and jars, closing in around 
  a table strewn with star charts and card decks. At the table was sat 
  Dariel Chaime, and on Dariel Chaime was sat Oogra. 
  T e bell on the door tinkled and immediately Oogra leapt, 
  squirrel-like, onto the visitor, tap-tap-tapping with her spindly 
  middle f nger, pawing at the disgruntled-looking gnome. 
  Twelve crowns, twenty moons, sixteen groats. Oogra was always 
  swif  and accurate with her assessment.
   “She is a friendly one, no?” Dariel smiled as Oogra returned to 
  his shoulder, “What can I do for you today, my friend?” 
   “I’ve got a project I’m working on,” the gnome said, brushing 
  black hairs from his grimy shirt and taking a seat, “a complex 
  mechanism. I need sharp wits and a steady hand.”
   “I think I have just the thing.” Dariel rose and pantomimed 
  rummaging through boxes of vials as he circled the room. He knew 
  exactly what he was aiming for, of course, but the theatrics were 
  important.  With a f ourish, he produced a vial of blue liquid. 
   “A tonic to heighten the senses, to focus mental acuity, to 
  maximise manual dexterity. A taste, please.” 
  He poured a few drops onto the gnome’s tongue, and he smacked 
  his lips. T e gnome’s eyes widened as the potion took ef ect. 
    “Everything is so clear, I’ve the eyes of a hawk! T e mind of a 
  sage! T e hands of-” the gnome began to reach for the vial, but 
  Dariel withdrew, holding out his hand for payment. 
   “I’ve only ten silver, no more. I trust that will be enough for four 
  or f ve bottles?”
  Dariel glanced at the lemur. Twelve crowns, rolled up in his sleeves. 
   “I’m afraid I could not let these go for any less than twelve gold 
  pieces. If that is all, my friend, I shall bid you good day.” Dariel 
  moved to return the vial. 
   “Wait, wait!” the gnome started unrolling his sleeves, “seems I’ve 
  some gold I forgot about…”
   T e gnome lef  with a whole box of vials; Dariel was able to 
  cut him a deal – just twenty silver and sixteen copper for the 
  remainder. 
  
  90
  Dariel Chaime (level 8)
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 8)
  Background Charlatan
  Occupation Swindler
  Armor Class 11
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Wisdom +5, Charisma +8
  Skills Deception +8, Insight +5, Perception +5, Performance +8, 
  Persuasion +8, Sleight of Hand +4, Disguise Kit, Forgery Kit
  Senses Darkvision 60f ., Passive Perception 15
  Languages Common, Elvish, Sylvan
  Challenge 3 (700 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Pact Magic. Dariel uses Charisma as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Minor Illusion, Prestidigitation
  4th level, 2/day: Charm Person, Enthrall, Expeditious Retreat, 
  Fear, Hypnotic Pattern, Illusory Script, Major Image, Remove 
  Curse, Suggestion 
  Otherworldly Patron (T e Archfey). Dariel’s Fey patron gives 
  him access to the spells Blink, Calm Emotions, Dominate Beast, 
  Faerie Fire, Greater Invisibility, Phantasmal Force, Plant Growth, 
  and Sleep.
  Fey Presence. As an action, Dariel can attempt to charm or 
  frighten a group of creatures. Each creature in a 10-foot cube 
  originating from him must make a Wisdom saving throw, DC 
  16, or become frightened or charmed (Dariel’s choice) until the 
  end of his next turn. Once he uses this feature, he cannot use it 
  again until he f nishes a short or long rest. 
  Pact of the Chain (Oogra).  Dariel knows the Find Familiar 
  spell and can cast it as a ritual. T e spell doesn’t count against his 
  number of spells known. His familiar is Oogra, an aye aye lemur. 
  Additionally, when he takes the Attack action, he can forgo one of 
  his own attacks to allow his familiar to make one attack of its own.
  Misty Escape. When Dariel takes damage he can use his 
  reaction to turn invisible and teleport up to 60 f ., to an 
  unoccupied space he can see. He remains invisible until the start 
  of a his next turn or until he attacks or casts a spell. Once he uses 
  this feature he cannot use it again until he f nishes a short or 
  long rest.
  Bewitching Whispers. Dariel can cast Compulsion once using a 
  spell slot. He cannot do so again until he f nishes a long rest.
  Dreadful Word. Dariel can cast Confusion once using a spell 
  slot. He cannot do so again until he f nishes a long rest.
  Misty Visions. Dariel can cast Silent Image at will, without 
  expending a spell slot or material components.
  Voice of the Chain Master. Dariel can communicate 
  telepathically with Oogra and perceive through her senses as 
  long as she is on the same plane of existence. Additionally, while 
  perceiving through her senses, he can speak through Oogra in 
  his own voice. 
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 4 (1d4 + 1) piercing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 f ., one 
  creature. Hit: 4 (1d4 + 1) piercing damage.
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 14gp, 42sp, 30cp, 3 gems each worth 5gp
  Oogra
  Tiny Beast (Aye Aye), Chaotic Neutral
  Armor Class 12
  Hit Points 2 (1d4+0)
  Speed 30 f ., climb 30 f .
  STR
  6 (–2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  8 (+0)
  Skills Insight +4, Perception +4, Stealth +4 
  Senses Darkvision 60f ., Passive Perception 14
  Languages Can communicate telepathically with Dariel, under-
  stands Common, Elvish, and Sylvan but cannot speak. 
  Challenge 0 (10 XP)
  Percussive Finger. By tapping a surface or object, Oogra 
  can discover hollow spaces and other means of physical 
  concealment.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 f ., one creature. Hit: 
  2 (1d4 + 0) piercing damage.
  Dariel in Your Game
  Dariel is the keeper of a shop selling all manner of potions and 
  elixirs – any of which may be required, or simply desired, by the 
  players. Whether he gives them what they actually want or need 
  is an entirely dif erent matter, and entirely at his, or rather your, 
  discretion.  
  Quest Hook. T e party needs something, and are told that 
  Dariel Chaime is the only person around who may have it. 
  He will attempt to send the party on a quest to collect a “vital 
  ingredient” for what they seek. Should they see through his 
  ruse, he will laugh it of  and could become a useful source of 
  arcane supplies (assuming they give him no opening for further 
  mischief). Should they fall for it, he will produce the, already 
  very much complete, item upon their return.   
  
  91
  Dariel Chaime (level 12)
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 12)
  Background Charlatan
  Occupation Swindler
  Armor Class 12
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Wisdom +6, Charisma +9
  Skills Deception +9, Insight +6, Perception +6, Performance +9, 
  Persuasion +9, Sleight of Hand +6, Disguise Kit, Forgery Kit
  Senses Darkvision 60f ., Passive Perception 16
  Languages Common, Elvish, Sylvan
  Challenge 4 (1,100 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Pact Magic. Dariel uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  5th level, 3/day: Charm Person, Dream, Enthrall, Expeditious 
  Retreat, Fear, Hypnotic Pattern, Illusory Script, Major Image, 
  Remove Curse, Scrying, Suggestion 
  Otherworldly Patron (T e Archfey). Dariel’s Fey patron gives 
  him access to the spells Blink, Calm Emotions, Dominate Beast, 
  Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal 
  Force, Plant Growth, Seeming, and Sleep.
  Fey Presence. As an action, Dariel can attempt to charm or 
  frighten a group of creatures. Each creature in a 10-foot cube 
  originating from him must make a Wisdom saving throw, DC 
  17, or become frightened or charmed (Dariel’s choice) until the 
  end of his next turn. Once he uses this feature, he cannot use it 
  again until he f nishes a short or long rest. 
  Pact of the Chain (Oogra).  Dariel knows the Find Familiar 
  spell and can cast it as a ritual. T e spell doesn’t count against his 
  number of spells known. His familiar is Oogra, an aye aye lemur 
  (p.90). Additionally, when he takes the Attack action, he can 
  forgo one of his own attacks to allow his familiar to make one 
  attack of its own.
  Misty Escape. When Dariel takes damage he can use his 
  reaction to turn invisible and teleport up to 60 f ., to an 
  unoccupied space he can see. He remains invisible until the start 
  of a his next turn or until he attacks or casts a spell. Once he uses 
  this feature he cannot use it again until he f nishes a short or 
  long rest.
  Beguiling Defenses. Dariel is immune to being charmed. 
  Additionally, if a creature attempts to charm him, he can use his 
  reaction to force the creature to make a Wisdom saving throw, 
  DC 17, or be charmed by him for 1 minute or until the creature 
  takes any damage.
  Mystic Arcanum (Conjure Fey). Dariel may cast Conjure Fey as 
  a 6th level spell once per day without expending a spell slot.
  Bewitching Whispers. Dariel can cast Compulsion once using a 
  spell slot. He cannot do so again until he f nishes a long rest.
  Dreadful Word. Dariel can cast Confusion once using a spell 
  slot. He cannot do so again until he f nishes a long rest.
  Misty Visions. Dariel can cast Silent Image at will, without 
  expending a spell slot or material components.
  One With Shadows. When he is in an area of dim light or 
  darkness, Dariel can use his action to become invisible until he 
  moves or takes an action or reaction
  Otherworldly Leap. Dariel can cast Jump on himself at will, 
  without expending a spell slot or material components
  Voice of the Chain Master. Dariel can communicate 
  telepathically with Oogra and perceive through her senses as 
  long as she is on the same plane of existence. Additionally, while 
  perceiving through her senses, he can speak through Oogra in 
  his own voice. 
  Actions
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 5 (1d4 + 2) piercing damage.
  Dart. Ranged Weapon Attack: +6 to hit, range 20/60 f ., one 
  creature. Hit: 5 (1d4 + 2) piercing damage.
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 14gp, 62sp, 30cp, 3 gems each worth 5gp
  91
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 14gp, 62sp, 30cp, 3 gems each worth 5gp
  
  92
  Dariel Chaime (level 16)
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 16)
  Background Charlatan
  Occupation Swindler
  Armor Class 13
  Hit Points 83 (16d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Wisdom +7, Charisma +10
  Skills Deception +10, Insight +7, Perception +7, Performance 
  +10, Persuasion +10, Sleight of Hand +8, Disguise Kit, 
  Forgery Kit
  Senses Darkvision 60f ., Passive Perception 17
  Languages Common, Elvish, Sylvan
  Challenge 5 (1,800 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Pact Magic. Dariel uses Charisma as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  5th level, 3/day: Charm Person, Dispel Magic, Dream, Enthrall, 
  Expeditious Retreat, Fear, Hold Person. Hypnotic Pattern, Illusory 
  Script, Major Image, Remove Curse, Scrying, Suggestion 
  Otherworldly Patron (T e Archfey). Dariel’s Fey patron gives 
  him access to the spells Blink, Calm Emotions, Dominate Beast, 
  Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal 
  Force, Plant Growth, Seeming, and Sleep.
  Fey Presence. As an action, Dariel can attempt to charm or 
  frighten a group of creatures. Each creature in a 10-foot cube 
  originating from him must make a Wisdom saving throw, DC 
  18, or become frightened or charmed (Dariel’s choice) until the 
  end of his next turn. Once he uses this feature, he cannot use it 
  again until he f nishes a short or long rest. 
  Pact of the Chain (Oogra).  Dariel knows the Find Familiar 
  spell and can cast it as a ritual. T e spell doesn’t count against his 
  number of spells known. His familiar is Oogra, an aye aye lemur 
  (p.90). Additionally, when he takes the Attack action, he can 
  forgo one of his own attacks to allow his familiar to make one 
  attack of its own.
  Misty Escape. When Dariel takes damage he can use his 
  reaction to turn invisible and teleport up to 60 f ., to an 
  unoccupied space he can see. He remains invisible until the start 
  of a his next turn or until he attacks or casts a spell. Once he uses 
  this feature he cannot use it again until he f nishes a short or 
  long rest.
  Beguiling Defenses. Dariel is immune to being charmed. 
  Additionally, if a creature attempts to charm him, he can use his 
  reaction to force the creature to make a Wisdom saving throw, 
  DC 18, or be charmed by him for 1 minute or until the creature 
  takes any damage.
  Mystic Arcanum (Conjure Fey, Dominate Monster, 
  Etherealness). Dariel may cast Conjure Fey as a 6th level spell, 
  Etherealness as a 7th level spell, and Dominate Monster as an 8th 
  level spell once per day without expending a spell slot.
  Dark Delirium. As an action, Dariel can choose a creature he 
  can see within 60 f . and attempt to charm or frighten it with an 
  illusory realm of his creation. T e creature must make a Wisdom 
  saving throw, DC 18, or be charmed or frightened (Dariel’s 
  choice) for 1 minute, or until Dariel’s concentration is broken, 
  seeing only itself, Dariel, and the illusion for the duration. Once 
  Dariel uses this feature he cannot use it again until he f nishes a 
  short or long rest.
  Bewitching Whispers. Dariel can cast Compulsion once using a 
  spell slot. He cannot do so again until he f nishes a long rest.
  Dreadful Word. Dariel can cast Confusion once using a spell 
  slot. He cannot do so again until he f nishes a long rest.
  Master of Myriad Forms. Dariel can cast Alter Self at will, 
  without expending a spell slot.
  Misty Visions. Dariel can cast Silent Image at will, without 
  expending a spell slot or material components.
  One With Shadows. When he is in an area of dim light or 
  darkness, Dariel can use his action to become invisible until he 
  moves or takes an action or reaction
  Otherworldly Leap. Dariel can cast Jump on himself at will, 
  without expending a spell slot or material components
  Voice of the Chain Master. Dariel can communicate 
  telepathically with Oogra and perceive through her senses as 
  long as she is on the same plane of existence. Additionally, while 
  perceiving through her senses, he can speak through Oogra in 
  his own voice. 
  Actions
  Dagger. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4 + 3) piercing damage.
  Dart. Ranged Weapon Attack: +8 to hit, range 20/60 f ., one 
  creature. Hit: 6 (1d4 + 3) piercing damage.
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 84gp, 120sp, 3 gems each worth 5gp
  
  93
  Dariel Chaime (level 20)
  Medium Humanoid (Half Elf), Chaotic Neutral
  Class Warlock (lvl 20)
  Background Charlatan
  Occupation Swindler
  Armor Class 14
  Hit Points 103 (20d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  19 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Wisdom +8, Charisma +11
  Skills Deception +11, Insight +8, Perception +8, Performance 
  +11, Persuasion +11, Sleight of Hand +10, Disguise Kit, 
  Forgery Kit
  Senses Darkvision 60f ., Passive Perception 18
  Languages Common, Elvish, Sylvan
  Challenge 7 (2,900 XP)
  Fey Ancestry. Dariel has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep.
  False Identity. Dariel has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Pact Magic. Dariel uses Charisma as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
  5th level, 4/day: Banishment, Charm Person, Dispel Magic, 
  Dream, Enthrall, Expeditious Retreat, Fear, Gaseous Form, Hold 
  Person. Hypnotic Pattern, Illusory Script, Major Image, Remove 
  Curse, Scrying, Suggestion 
  Otherworldly Patron (T e Archfey). Dariel’s Fey patron gives 
  him access to the spells Blink, Calm Emotions, Dominate Beast, 
  Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal 
  Force, Plant Growth, Seeming, and Sleep.
  Fey Presence. As an action, Dariel can attempt to charm or 
  frighten a group of creatures. Each creature in a 10-foot cube 
  originating from him must make a Wisdom saving throw, DC 
  19, or become frightened or charmed (Dariel’s choice) until the 
  end of his next turn. Once he uses this feature, he cannot use it 
  again until he f nishes a short or long rest. 
  Pact of the Chain (Oogra).  Dariel knows the Find Familiar 
  spell and can cast it as a ritual. T e spell doesn’t count against his 
  number of spells known. His familiar is Oogra, an aye aye lemur 
  (p.90). Additionally, when he takes the Attack action, he can 
  forgo one of his own attacks to allow his familiar to make one 
  attack of its own.
  Misty Escape. When Dariel takes damage he can use his 
  reaction to turn invisible and teleport up to 60 f ., to an 
  unoccupied space he can see. He remains invisible until the start 
  of a his next turn or until he attacks or casts a spell. Once he uses 
  this feature he cannot use it again until he f nishes a short or 
  long rest.
  Beguiling Defenses. Dariel is immune to being charmed. 
  Additionally, if a creature attempts to charm him, he can use his 
  reaction to force the creature to make a Wisdom saving throw, 
  DC 19, or be charmed by him for 1 minute or until the creature 
  takes any damage.
  Mystic Arcanum (Conjure Fey, Dominate Monster, 
  Etherealness, True Polymorph). Dariel may cast Conjure Fey as a 
  6th level spell, Etherealness as a 7th level spell, Dominate Monster 
  as an 8th level spell, and True Polymorph as a 9th level spell once 
  per day without expending a spell slot.
  Dark Delirium. As an action, Dariel can choose a creature he 
  can see within 60 f . and attempt to charm or frighten it with an 
  illusory realm of his creation. T e creature must make a Wisdom 
  saving throw, DC 19, or be charmed or frightened (Dariel’s 
  choice) for 1 minute, or until Dariel’s concentration is broken, 
  seeing only itself, Dariel, and the illusion for the duration. Once 
  Dariel uses this feature he cannot use it again until he f nishes a 
  short or long rest.
  Eldritch Master. Dariel can spend one minute entreating his 
  patron to regain all his expended spell slots from his Pact Magic 
  feature. Once he regains spells this way he must take a long rest 
  before using this ability again.
  Bewitching Whispers. Dariel can cast Compulsion once using a 
  spell slot. He cannot do so again until he f nishes a long rest.
  Dreadful Word. Dariel can cast Confusion once using a spell 
  slot. He cannot do so again until he f nishes a long rest.
  Master of Myriad Forms. Dariel can cast Alter Self at will, 
  without expending a spell slot.
  Misty Visions. Dariel can cast Silent Image at will, without 
  expending a spell slot or material components.
  One With Shadows. When he is in an area of dim light or 
  darkness, Dariel can use his action to become invisible until he 
  moves or takes an action or reaction
  Otherworldly Leap. Dariel can cast Jump on himself at will, 
  without expending a spell slot or material components
  Voice of the Chain Master. Dariel can communicate 
  telepathically with Oogra and perceive through her senses as 
  long as she is on the same plane of existence. Additionally, while 
  perceiving through her senses, he can speak through Oogra in 
  his own voice. 
  Witch Sight. Dariel can see the true form of any shapechanger 
  or creature concealed by illusion or transmutation magic while 
  the creature is within 30 f . of him and within line of sight.
  Actions
  Dagger. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d4 + 4) piercing damage.
  Dart. Ranged Weapon Attack: +10 to hit, range 20/60 f ., one 
  creature. Hit: 7 (1d4 + 4) piercing damage.
  Weapons, Armor & Items
  Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5 
  Potions of Suggestion, 140gp, 120sp, 3 gems each worth 5gp
  
  94
  Enna Moonwhisper
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 1)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 14 (Leather)
  Hit Points 12 (1d10+2)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  8 (–1)
  Saving T rows Strength +3, Constitution +4
  Skills Acrobatics +5, Insight +3, Persuasion +1, Survival +3, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 11
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, 
  including lodging and food, funeral expenses, 
  use of a guild hall, legal defense, and access to 
  allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack 
  rolls with ranged weapons.
  Second Wind. On her turn Enna can use a bonus 
  action to regain 1d10 + 1 hit points. Once she uses 
  this feature, she must f nish a long or short rest before 
  using it again.
  Actions
  Longsword. Melee Weapon Attack (Versatile): +3 to 
  hit, reach 5 f ., one creature. Hit: 6 / 7 (1d8 / 1d10 
  + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, 
  range 150/600 f ., one creature. Hit: 8 (1d8 + 
  3) piercing damage.
  Overview
  Enna spent her childhood climbing high 
  in the trees and walking sof ly on the 
  forest f oors. She was the youngest of her 
  siblings and, of en lef  to her own devices, 
  wandered the furthest, sometimes not 
  returning home for days at a time. She 
  learned to craf  bows, f etch arrows, 
  and hunt from her father and 
  older brothers. 
  Af er decades of a somewhat 
  solitary existence in the forest, she found a road and, assuming that 
  her father, mother, and siblings wouldn’t miss her for a few weeks, 
  began to follow it. She never said goodbye, and she never looked back.
  She found a small village, then continuing on the road, eventually 
  found a town. Traveling further still, she came upon that which 
  she sought—a city—and decided to stay a while, freelancing her 
  craf ing skills to make just enough coin to get by. Unwilling to 
  linger too long however, her itchy feet soon moved her on to a new 
  city, and soon af er that, another. T at was years ago, and she still 
  has yet to return home; part of her fears what her family will say or 
  do when she returns.
  Most recently, Enna has settled in to a double life. Craf ing 
  beautiful bows, and masterful arrows by day, rubbing shoulders 
  and sharing stories with brigands and thieves in the local taverns 
  by night.
  Personality Traits
  “Anything worth doing is worth doing right.” Enna can’t help being 
  a perfectionist. T is of en results in others resenting her for her 
  snobbish attitude.
  Ideals
  “I want it all. I don’t much care about ‘how’” Enna wants many 
  things out of life, to experience anything and everything it has to 
  of er, most of which she will never have unless by illegal means, 
  and she knows it.
  Bonds
  “I’ll handle this one, shall I?” Her best friends 
  are a bunch of brigands and thieves. Sometimes 
  she joins them in their escapades, but only 
  if she can be in charge of the planning. She 
  misses her family but is constantly wary 
  of encountering her brothers who 
  might be looking for her.
  Flaws
  “Of course I will! Why? Shouldn’t I?” 
  She sometimes lacks a moral compass 
  and has more than one regret about her 
  past deeds. T e thought of acquiring wealth 
  and valuable things sets a f re inside her that 
  can only be extinguished by obtaining them. 
  But once she has them, she of en no longer 
  desires them. More of en than not, she is 
  too quick to trust people, being naive to the 
  motivations and intentions of others.
  Roleplaying Enna
  Enna is not easily of ended and falsely assumes 
  that other people feel the same way. She will of en 
  insult others without meaning to with the words she chooses, and is 
  quick to dismiss the feelings of others if they do appear of ended.
  She is very f irtatious with humans and elves, but rarely f nds a 
  partner who can match her in personality and willpower.
  Although she is a capable f ghter, she is wise enough to retreat 
  when she is outnumbered or out of her league.
  “Don’t be a fool! We don’t stand a chance if we take the guards 
  head on, we’re going to need a diversion...”
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  4gp, 21sp, 34cp, Rowan Bead Necklace
  
  95
  Enna Moonwhisper (Level 4)
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 4)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 15 (Leather)
  Hit Points 36 (4d10+8)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  8 (–1)
  Saving T rows Strength +3, Constitution +4
  Skills Acrobatics +6, Insight +4, Persuasion +1, Survival +4, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Elvish
  Challenge 2 (450 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack rolls with 
  ranged weapons.
  Second Wind. On her turn Enna can use a bonus action to 
  regain 1d10 + 4 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Enna can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Enna scores critical hits on rolls of 19 and 20.
  Actions
  Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5 f ., 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 f ., one 
  creature. Hit: 9 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  15gp, 21sp, 34cp, Rowan Bead Necklace
  BOTTOMS UP
  T e dwarf’s head hit the table with a rebounding thud, met with a 
  weak cheer from the handful of drinkers still conscious enough 
  to notice. 
   “Well,” slurred Enna’s last remaining competitor, slamming her 
  cup down on the table, “I wouldn’t have thought you’d have it in 
  you. A poxy wood elf...”
  T is was what Enna lived for; she’d spent weeks trying to coax a 
  conversation out of this woman, and this was the most words she’d 
  heard her say at any one time. 
   “What? Didn’t think I could out-drink a beaten-up battle-axe 
  like you?”
  T ere was a pause. T en the woman snorted with laughter, 
  spraying foam into Enna’s hair. She didn’t even mind.
  T e battle-axe motioned for more ale, which the barkeep brought, 
  along with a look that said he really would have liked to have shut 
  up shop by now, that the pair chose not to acknowledge.
  Enna decided to push her luck with her usually-silent companion.
   “I have a few more rounds in me if you have. I take from your 
  tone that you are not used to being bested by wood elves...”
  T e woman paused, took an inhumanly large swig and then 
  answered with a quiet ferocity into her mug, “I’m not bested 
  by anybody.”
  T is was why she had come to the city; character. T e woods were 
  wonderfully serene, but there was no grime, no coarseness. It had 
  been her home, though; she didn’t know if she could say the same 
  of her current surroundings.
  Something must have shown in her face - her new friend leaned in 
  conspiratorially. 
   “Listen, some prissy elf wants me to be her bodyguard while she 
  raids the crypt to the west of the city. Not my usual kind of job, but 
  there’s the opportunity to smash a few skulls and make some coin.”
   “T e west crypt? Isn’t that place full of goblins?”
  T e woman f xed her a stare. “Soon it will be full of dead goblins.”
   “Right!” said Enna, f nishing her drink and unsteadily getting to 
  her feet, “When do we start?”
  
  96
  Enna Moonwhisper (Level 8)
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 8)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 16 (Leather)
  Hit Points 68 (8d10+16)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  8 (–1)
  Saving T rows Strength +4, Constitution +5
  Skills Acrobatics +8, Insight +6, Persuasion +2, Survival +6, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 13
  Languages Common, Elvish
  Challenge 4 (1,100 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack rolls with 
  ranged weapons.
  Second Wind. On her turn Enna can use a bonus action to 
  regain 1d10 + 8 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Enna can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Enna scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Enna can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 1 f .
  Actions
  Extra Attack. Enna can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +4 to hit, reach 5 f ., 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  15gp, 35sp, 34cp, Rowan Bead Necklace
  Enna in Your Game
  Flitting between the dingiest taverns and back-alley saloons, 
  Enna stands apart as a bright rose amongst thorns. She is eager 
  for conversation with interesting characters, so is likely to make 
  the f rst move in approaching the party, and would rather stay 
  up talking into the night than return to her quarters.  
  Quest Hook. A mysterious wood elf appears in town and is 
  willing to pay handsomely for any information regarding the 
  whereabouts of his sister, who has been missing for many years. 
  Based on his description, the party tracks down Enna, who 
  implores them to keep her secret.  
  
  97
  Enna Moonwhisper (Level 12)
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 12)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 16 (Leather)
  Hit Points 100 (12d10+24)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+3)
  CHA
  8 (–1)
  Saving T rows Strength +5, Constitution +6
  Skills Acrobatics +9, Insight +7, Persuasion +3, Survival +7, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 13
  Languages Common, Elvish
  Challenge 5 (1,800 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack rolls with 
  ranged weapons.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Enna deals +2 damage with it.
  Second Wind. On her turn Enna can use a bonus action to 
  regain 1d10 + 12 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Enna can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Enna scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Enna can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 1 f .
  Indomitable. Once per day, Enna can reroll a failed saving 
  throw. Once she uses this feature, she must f nish a short or long 
  rest before using it again.
  Actions
  Extra Attack. Enna can attack three times with each Attack action
  Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5 f ., 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  80gp, 50sp, Rowan Bead Necklace
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  regain 1d10 + 12 hit points. Once she uses this feature, she must 
  Enna scores critical hits on rolls of 19 and 20.
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 1 f .
  throw. Once she uses this feature, she must f nish a short or long 
  To do:
  Akirro (no last name given)- 30 broadheads
  (if he bothers to collect them this time. Low 
  priority)
  Vanara Lothaen - 12 broadheads (grooved)
  (push the price - she seems to be doing well 
  for herself)
  Dustan Kinreed - 20 spiral f etched bodkins 
  (Save the good steel-  he couldn’t hit a tree in 
  the forest)
  
  98
  Enna Moonwhisper (Level 16)
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 16)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 16 (Leather)
  Hit Points 132 (16d10+32)
  Speed 35 f .
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  20 (+5)
  CHA
  8 (–1)
  Saving T rows Strength +6, Constitution +7
  Skills Acrobatics +10, Insight +10, Persuasion +4, Survival +10, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 15
  Languages Common, Elvish
  Challenge 6 (2,300 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack rolls with 
  ranged weapons.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Enna deals +2 damage with it.
  Second Wind. On her turn Enna can use a bonus action to 
  regain 1d10 + 16 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Enna can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Superior Critical. Enna scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Enna can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 2 f .
  Indomitable. Twice per day, Enna can reroll a failed saving 
  throw. Once she expends all uses of this feature, she must f nish 
  a short or long rest before using it again.
  Actions
  Extra Attack. Enna can attack three times with each Attack action
  Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 f ., 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  100gp, 90sp, Rowan Bead Necklace
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
   Enna gains a +2 to attack rolls with 
   When using a melee weapon in one 
  hand and no other weapons, Enna deals +2 damage with it.
   On her turn Enna can use a bonus action to 
  regain 1d10 + 16 hit points. Once she uses this feature, she must 
   Once per day, on her turn, Enna can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  Enna scores critical hits on rolls of 18 – 20.
   Enna can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 2 f .
  Twice per day, Enna can reroll a failed saving 
  throw. Once she expends all uses of this feature, she must f nish 
  
  99
  Enna Moonwhisper (Level 20)
  Medium Humanoid (Wood Elf), Chaotic Neutral
  Class Fighter (lvl 20)
  Background Guild Artisan
  Occupation Fletcher
  Armor Class 16 (Leather)
  Hit Points 164 (20d10+40)
  Speed 35 f .
  STR
  15 (+2)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  20 (+5)
  CHA
  8 (–1)
  Saving T rows Strength +8, Constitution +8
  Skills Acrobatics +11, Insight +11, Persuasion +5, Survival +11, 
  Woodcarver’s Tools 
  Senses Darkvision 60f ., Passive Perception 15
  Languages Common, Elvish
  Challenge 8 (3,900 XP)
  Fey Ancestry. Enna has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Enna does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Guild Membership. For a monthly payment of 5 gp, Enna has 
  the benef ts of being part of a f etchers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Fighting Style (Archery). Enna gains a +2 to attack rolls with 
  ranged weapons.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Enna deals +2 damage with it.
  Second Wind. On her turn Enna can use a bonus action to 
  regain 1d10 + 20 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on her turn, Enna can take one 
  additional action on top of her regular action and a possible 
  bonus action. Once she expends all uses of this feature, she must 
  f nish a short or long rest before using it again.
  Superior Critical. Enna scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Enna can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Enna covers with a running long jump increases by 2 f .
  Indomitable. T ree times per day, Enna can reroll a failed 
  saving throw. Once she expends all uses of this feature, she must 
  f nish a short or long rest before using it again.
  Survivor. At the beginning of each of her turns, if Enna has less 
  than half of her hit points remaining, she regains 7 hit points. 
  She does not gain this benef t if she has 0 hit points.
  Actions
  Extra Attack. Enna can attack four times with each Attack action
  Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 f ., 
  one creature. Hit: 7 / 8 (1d8 / 1d10 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Longbow, Longsword, Leather Armor, Quiver with 20 Arrows, 
  125gp, 200sp, Rowan Bead Necklace
  
  100
  Frug Timbers
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 1)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 13 (Leather)
  Hit Points 10 (1d8+2)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Dexterity +4, Intelligence +5
  Skills Insight +5, Investigation +7, Perception +3, Persuasion +1, 
  Sleight of Hand +4, Stealth +4, Tinker’s Tools
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Gnomish, Elvish
  Challenge 1/4 (50 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth 
  of materials to construct a tiny clockwork 
  device. T e device ceases to function within 24 
  hours unless he spends one hour repairing it to 
  keep the device functioning. He can 
  disassemble the device to reclaim 
  the materials. Frug can have up to 3 
  devices at a time. He can either create a 
  clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment 
  of 5 gp, Frug has the benef ts of being part of 
  a tinkers’ guild, including lodging and food, funeral 
  expenses, use of a guild hall, legal defense, and access 
  to allied politicians.
  Expertise (Insight, Investigation). Frug adds 
  double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+1d6). Once per turn, Frug can deal 
  an extra 1d6 damage to one creature he hits with 
  an attack if he has advantage on the attack roll. T e 
  attack must use a f nesse or ranged weapon. He doesn’t need 
  advantage on the attack roll if another enemy of the target is 
  within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t 
  have disadvantage on the attack roll.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 5 (1d4 + 2) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 f ., 
  one creature. Hit: 5 (1d4+2) piercing damage.
  Overview
  Frug usually keeps to himself and has very few friends. He spends 
  his time in his master’s shop tinkering at various mechanical 
  oddities. Each of them serves as an outlet for Frug’s genius and as a 
  source of unending frustration. 
  He spends his time with his head down and mind focussed on 
  his inventions in an ef ort to keep his mind occupied, otherwise 
  it festers on thoughts and aspirations of Sunali. He f rst met her 
  when his guild was commissioned with craf ing a wedding present 
  for the eldest daughter of Lord Braskot, the head of a local noble 
  family. Sunali is the youngest of the four sisters, petite, and sof  
  spoken. Frug fell in love at f rst sight when he and his master went 
  to Lord Braskot’s home to present him with a selection of f ne 
  craf works from various members of the guild.
  Lord Braskot invited them into his study to present their wares, 
  then brought in his three youngest daughters so each could 
  pick a gif  for their sister. When Sunali could not decide, Frug 
  awkwardly interjected, of ering to craf  her something personally 
  to her exact specif cations. She asked for a music box that would 
  play a tune which she hummed for him. He could barely hide 
  his overwhelming bliss as he listened. His bliss was quickly 
  squelched however as the Lord asked “Well boy, can you do it?”
  Frug looked up at him and said “Of course, M’Lord, it will be 
  done in no time,” then turning and speaking to Sunali, “and it 
  will have a dancing angel adorned in the f nest jewels.” In the 
  end he would never deliver the music box, bringing shame 
  to himself and to his guild, but especially his master.
  Personality Traits
  “Name your best price.” Frug doesn’t part from his 
  coin easily and will haggle tirelessly for the best 
  deal possible.
  Ideals
  “‘Course my stuf ’s the best. Well, it will be...” He works 
  very hard to outdo others and be recognized as the best 
  in his craf , but rarely do his inventions actually work.
  Bonds
  “One day, Sunali, one day...” He pursues wealth and power 
  to secure the love of a woman he cannot hope to have. 
  He is friendly with Orryn Turen (p.112) and of en acts as a 
  shill, setting up cons on unsuspecting gamblers.
  Flaws
  “Bah, you don’t look so big to me!” His love of drinking, chasing 
  women, and boasting has nearly cost him his life more than once.
  Roleplaying Frug
  He has a rather abrasive personality, relying more on his wits than 
  his charisma to get by. When it comes to f ghting, he will of en act 
  tough until the f rst punch is thrown or the f rst sword is drawn, 
  then he’ll run.
  “Don’t bother me now!
  I’m close to mastering this wretched contraption!”
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool  
  
  101
  Frug Timbers (Level 4)
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 4)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 13 (Leather)
  Hit Points 31 (4d8+8)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  18 (+4)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Dexterity +4, Intelligence +6
  Skills Insight +5, Investigation +8, Perception +3, Persuasion +1, 
  Sleight of Hand +4, Stealth +4, Tinker’s Tools
  Senses Darkvision 60 f ., Passive Perception 13
  Languages Common, Gnomish, Elvish
  Challenge 1 (200 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth of materials to 
  construct a tiny clockwork device. T e device ceases to function 
  within 24 hours unless he spends one hour repairing it to keep 
  the device functioning. He can disassemble the device to reclaim 
  the materials. Frug can have up to 3 devices at a time. He can 
  either create a clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment of 5 gp, Frug has 
  the benef ts of being part of a tinkers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Expertise (Insight, Investigation). Frug adds double his 
  prof ciency bonus to skill checks he has expertise with.
  Sneak Attack (+2d6). Once per turn, Frug can deal an extra 
  2d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Frug can take a 
  Dash, Dodge, Disengage, or Hide action.
  Spellcasting. Frug uses Intelligence as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Firebolt, Mage Hand, Minor Illusion
  1st level, 3/day: Charm Person, Magic Missile, Sleep, 
  Hideous Laughter
  Mage Hand Legerdemain. Frug can use his Mage Hand spell 
  to stow or retrieve an object in a container worn or carried 
  by another creature, or use thieves’ tools to pick locks and 
  disarm traps at range. If he succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, he can perform one of 
  these tasks without being noticed. In addition, he can use his 
  Cunning Action to control the hand.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 5 (1d4 + 2) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 f ., 
  one creature. Hit: 5 (1d4+2) piercing damage.
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool    
  For a Song
  T e bazaar was heaving with big folk. As a rule, Frug hated crowds, 
  but he was getting desperate now. Another sleepless night of 
  tinkering, trying to get that dratted music box to function, and 
  another morning of it stubbornly refusing to produce a note.  
  Desperate times called for desperate measures. He pulled open the 
  f ap of a gaudily decorated tent, and his nose was assaulted by a thick 
  waf  of incense. T e woman, sat cross-legged by a low table, seemed 
  expectant, though tief ings were dif  cult to read under the horns. 
   “Frug Timbers, sit with me.”
  He found himself unsurprised that she knew his name. If what he’d 
  heard about her was true, that was only the start of it. Uneasy, Frug 
  took a seat on a luxuriant purple cushion across the table from her.   
   “You will say you are here about a woman,” the tief ing said, 
  pouring two cups of steaming, aromatic tea, “but I think otherwise.”
   “Yes,” replied Frug, a little confused, “Sunali. I promised her a 
  music box, but I can’t get the accursed thing to work. I just don’t 
  have the skills.”
  T e tief ing smiled a secret smile.  
   “It can be done, of course, but all things have their price. A 
  balance which must be struck.”
   “Name it.”
   “T is will be your swan-song. You shall never speak another 
  word to Sunali Braskot as long as you live. T is is the price for your 
  music box.”
   “Isn’t coin good enough for you people anymore?”
   “If you wish to take this power then you must give something 
  more than gold in return. T e balance demands it.”
   “But... it’s for her. What purpose is there in f nishing it if I can’t 
  talk to her? It’s all for her-”
  T e woman glanced at him casually over her cup, but to Frug, it 
  felt like she was staring into his soul.
   “Is it?”
  
  102
  Frug Timbers (Level 8)
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 8)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 13 (Leather)
  Hit Points 59 (8d8+16)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  20 (+5)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Dexterity +5, Intelligence +8
  Skills Insight +7, Investigation +11, Perception +4, Persuasion 
  +5, Sleight of Hand +8, Stealth +5, Tinker’s Tools 
  Senses Darkvision 60 f ., Passive Perception 14
  Languages Common, Gnomish, Elvish
  Challenge 3 (700 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth of materials to 
  construct a tiny clockwork device. T e device ceases to function 
  within 24 hours unless he spends one hour repairing it to keep 
  the device functioning. He can disassemble the device to reclaim 
  the materials. Frug can have up to 3 devices at a time. He can 
  either create a clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment of 5 gp, Frug has 
  the benef ts of being part of a tinkers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Expertise (Insight, Investigation, Persuasion, Sleight of 
  Hand). Frug adds double his prof ciency bonus to skill checks he 
  has expertise with.
  Sneak Attack (+4d6). Once per turn, Frug can deal an extra 
  4d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Frug can take a 
  Dash, Dodge, Disengage, or Hide action.
  Spellcasting. Frug uses Intelligence as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Firebolt, Mage Hand, Minor Illusion
  1st level, 4/day: Charm Person, Magic Missile, Sleep, 
  Hideous Laughter
  2nd level, 2/day: Invisibility, Scorching Ray
  Mage Hand Legerdemain. Frug can use his Mage Hand spell 
  to stow or retrieve an object in a container worn or carried 
  by another creature, or use thieves’ tools to pick locks and 
  disarm traps at range. If he succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, he can perform one of 
  these tasks without being noticed. In addition, he can use his 
  Cunning Action to control the hand.
  Uncanny Dodge. When Frug is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Frug is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 5 (1d4 + 2) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 f ., 
  one creature. Hit: 5 (1d4+2) piercing damage.
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool    
  Frug in Your Game
  If the party have some complex equipment in need of repair or 
  identif cation, they may f nd themselves in Frug’s workshop; his 
  customer service skills leave quite a bit to be desired, but he gets 
  the job done most of the time. Outside of business hours, Frug is 
  usually to be found at a tavern, although he is far from sociable 
  unless he is a few drinks in. 
  Frug’s mechanical skills could be employed by the party if they 
  needed to set up or disarm complicated traps or other such 
  mechanisms.  
  Quest Hook. Frug requires a rare resource (perhaps miniscule 
  gemstones which form with age in the eyeballs of a powerful 
  monster), in order to complete his music box, and is willing to 
  pay a fair price. If the music box is completed, how does Frug 
  react to the culmination of his life’s work? 
  
  103
  Frug Timbers (Level 12)
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 12)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 15 (Leather)
  Hit Points 87 (12d8+24)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  19 (+4)
  CON
  14 (+2)
  INT
  20 (+5)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Dexterity +8, Intelligence +9
  Skills Insight +9, Investigation +13, Perception +5, Persuasion 
  +7, Sleight of Hand +12, Stealth +8, Tinker’s Tools 
  Senses Darkvision 60 f ., Passive Perception 15
  Languages Common, Gnomish, Elvish
  Challenge 5 (1,800 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth of materials to 
  construct a tiny clockwork device. T e device ceases to function 
  within 24 hours unless he spends one hour repairing it to keep 
  the device functioning. He can disassemble the device to reclaim 
  the materials. Frug can have up to 3 devices at a time. He can 
  either create a clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment of 5 gp, Frug has 
  the benef ts of being part of a tinkers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Expertise (Insight, Investigation, Persuasion, Sleight of 
  Hand). Frug adds double his prof ciency bonus to skill checks he 
  has expertise with.
  Sneak Attack (+6d6). Once per turn, Frug can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Frug can take a 
  Dash, Dodge, Disengage, or Hide action.
  Spellcasting. Frug uses Intelligence as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Firebolt, Friends, Mage Hand, Minor Illusion
  1st level, 4/day: Charm Person, Magic Missile, Sleep, 
  Hideous Laughter
  2nd level, 3/day: Hold Person, Invisibility, Mirror Image, 
  Scorching Ray
  Mage Hand Legerdemain. Frug can use his Mage Hand spell 
  to stow or retrieve an object in a container worn or carried 
  by another creature, or use thieves’ tools to pick locks and 
  disarm traps at range. If he succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, he can perform one of 
  these tasks without being noticed. In addition, he can use his 
  Cunning Action to control the hand.
  Uncanny Dodge. When Frug is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Frug is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Magical Ambush. If Frug casts a spell on a creature he is hidden 
  from, that creature makes any saving throws against the spell 
  this turn with disadvantage. 
  Reliable Talent. Whenever Frug makes an ability check that lets 
  him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 7 (1d4 + 4) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 f ., 
  one creature. Hit: 7 (1d4+4) piercing damage.
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool    
  
  104
  Frug Timbers (Level 16)
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 16)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 15 (Leather)
  Hit Points 115 (16d8+32)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  20 (+5)
  WIS
  13 (+1)
  CHA
  8 (–1)
  Saving T rows Dexterity +10, Intelligence +10, Wisdom +6
  Skills Insight +11, Investigation +15, Perception +6, Persuasion 
  +9, Sleight of Hand +15, Stealth +10, Tinker’s Tools 
  Senses Darkvision 60 f ., Passive Perception 16
  Languages Common, Gnomish, Elvish
  Challenge 6 (2,300 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth of materials to 
  construct a tiny clockwork device. T e device ceases to function 
  within 24 hours unless he spends one hour repairing it to keep 
  the device functioning. He can disassemble the device to reclaim 
  the materials. Frug can have up to 3 devices at a time. He can 
  either create a clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment of 5 gp, Frug has 
  the benef ts of being part of a tinkers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Expertise (Insight, Investigation, Persuasion, Sleight of 
  Hand). Frug adds double his prof ciency bonus to skill checks he 
  has expertise with.
  Sneak Attack (+8d6). Once per turn, Frug can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Frug can take a 
  Dash, Dodge, Disengage, or Hide action.
  Spellcasting. Frug uses Intelligence as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Firebolt, Friends, Mage Hand, Minor Illusion
  1st level, 4/day: Charm Person, Magic Missile, Sleep, 
  Hideous Laughter
  2nd level, 3/day: Hold Person, Invisibility, Mirror Image, 
  Scorching Ray
  3rd level, 3/day: Hypnotic Pattern, Lightning Bolt, Major Image
  Mage Hand Legerdemain. Frug can use his Mage Hand spell 
  to stow or retrieve an object in a container worn or carried 
  by another creature, or use thieves’ tools to pick locks and 
  disarm traps at range. If he succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, he can perform one of 
  these tasks without being noticed. In addition, he can use his 
  Cunning Action to control the hand.
  Uncanny Dodge. When Frug is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Frug is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Magical Ambush. If Frug casts a spell on a creature he is hidden 
  from, that creature makes any saving throws against the spell 
  this turn with disadvantage. 
  Reliable Talent. Whenever Frug makes an ability check that lets 
  him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Versatile Trickster. As a bonus action on his turn, Frug may 
  designate a creature within 5 f . of his Mage Hand spell. He has 
  advantage on attack rolls against that creature until the end of 
  the turn.
  Blindsense. If Frug is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +10 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool    
  
  105
  Frug Timbers (Level 20)
  Small Humanoid (Rock Gnome), Chaotic Neutral
  Class Rogue (lvl 20)
  Background Guild Artisan
  Occupation Tinker
  Armor Class 15 (Leather)
  Hit Points 143 (20d8+40)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  20 (+5)
  WIS
  15 (+2)
  CHA
  8 (–1)
  Saving T rows Dexterity +11, Intelligence +11, Wisdom +8
  Skills Insight +14, Investigation +17, Perception +8, Persuasion 
  +10, Sleight of Hand +17, Stealth +11, Tinker’s Tools 
  Senses Darkvision 60 f ., Passive Perception 18
  Languages Common, Gnomish, Elvish
  Challenge 7 (2,900 XP)
  Gnome Cunning. Frug has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Artif cer’s Lore. When Frug makes a History check related to 
  magic items, alchemical objects, or technological devices, he can 
  add twice his prof ciency bonus.
  Tinker. Frug can spend 1 hour and 10 gp worth of materials to 
  construct a tiny clockwork device. T e device ceases to function 
  within 24 hours unless he spends one hour repairing it to keep 
  the device functioning. He can disassemble the device to reclaim 
  the materials. Frug can have up to 3 devices at a time. He can 
  either create a clockwork toy, a f restarter, or a music box.
  Guild Membership. For a monthly payment of 5 gp, Frug has 
  the benef ts of being part of a tinkers’ guild, including lodging 
  and food, funeral expenses, use of a guild hall, legal defense, and 
  access to allied politicians.
  Expertise (Insight, Investigation, Persuasion, Sleight of 
  Hand). Frug adds double his prof ciency bonus to skill checks he 
  has expertise with.
  Sneak Attack (+10d6). Once per turn, Frug can deal an extra 
  10d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Frug can take a 
  Dash, Dodge, Disengage, or Hide action.
  Spellcasting. Frug uses Intelligence as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Firebolt, Friends, Mage Hand, Minor Illusion
  1st level, 4/day: Charm Person, Magic Missile, Sleep, 
  Hideous Laughter
  2nd level, 3/day: Hold Person, Invisibility, Mirror Image, 
  Scorching Ray
  3rd level, 3/day: Hypnotic Pattern, Lightning Bolt, Major Image
  4th level, 1/day: Greater Invisibility, Wall of Fire
  Uncanny Dodge. When Frug is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Frug is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Mage Hand Legerdemain. Frug can use his Mage Hand spell 
  to stow or retrieve an object in a container worn or carried 
  by another creature, or use thieves’ tools to pick locks and 
  disarm traps at range. If he succeeds on a Sleight of Hand check 
  contested by the creature’s Perception, he can perform one of 
  these tasks without being noticed. In addition, he can use his 
  Cunning Action to control the hand.
  Magical Ambush. If Frug casts a spell on a creature he is hidden 
  from, that creature makes any saving throws against the spell 
  this turn with disadvantage. 
  Reliable Talent. Whenever Frug makes an ability check that lets 
  him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Versatile Trickster. As a bonus action on his turn, Frug may 
  designate a creature within 5 f . of his Mage Hand spell. He has 
  advantage on attack rolls against that creature until the end of 
  the turn.
  Blindsense. If Frug is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Spell T ief. When Frug is targeted by a spell, or is included 
  in its area of ef ect, he can attempt to steal it from the caster. 
  T e spellcaster must make a saving throw with its spellcasting 
  modif er, DC 19. On a failed save, Frug is unaf ected by the spell 
  and, if it is at least level 1 and of a level he can cast, he can cast 
  the spell using his spell slots for the next 8 hours. T e spellcaster 
  cannot use the spell for those 8 hours. Once Frug uses this 
  feature he cannot use it again until he f nishes a short or 
  long rest. 
  Elusive. No attack rolls against Frug can have advantage as long 
  as he’s not incapacitated.
  Stroke of Luck. If Frug’s attack misses a target within range, he 
  can turn the miss into a hit. Alternatively, if he fails an ability 
  check, he can treat the d20 roll as a 20. Once he uses this feature 
  he cannot use it again until he f nishes a short or long rest.
  Actions
  Two-Weapon Fighting. When Frug makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll.
  Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +11 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +11 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Leather Apron, 2 Daggers, 2 T rowing Knives, Magnifying 
  Goggles, Tinker’s Tools, Most of a Music Box, Multitool    
  
  106
  Jana
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 1)
  Background Gladiator
  Occupation Mercenary
  Armor Class 17 (Halfplate)
  Hit Points 12 (1d10+2)
  Speed 30 f .
  STR
  16 ( +3)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +5, Constitution +4
  Skills Acrobatics +4, Athletics +5, Intimidation +2, Perception +3
  Senses Passive Perception 13
  Languages Common, Goblin
  Challenge 1 (200 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Second Wind. On her turn Jana can use a bonus action to 
  regain 1d10 + 1 hit points. Once she uses this feature, she must 
  f nish a long or short rest before using it again.
  Actions
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 f ., 
  one creature. Hit: 9 (1d10 + 3) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +5 
  to hit, reach 5 f ., one creature. Hit: 8 / 9 
  (1d8 / 1d10 + 3) slashing damage.
  Longbow. Ranged Weapon 
  Attack: +4 to hit, range 
  150/600 f ., one creature. Hit: 
  7 (1d8 + 2) piercing damage.
  Overview
  Jana was… young… when 
  the hobgoblins sacked her village. She can’t remember 
  how young exactly. She remembers f re and iron and 
  screaming. She can’t remember her mother’s face, but she 
  remembers her screams. Af er divvying up spoils, the 
  slavers thought it would be funny to see the little girl get 
  torn apart by wolves. T ey stopped laughing when the f rst 
  wolf died. 
  Everything af er that is blurry, violent. Training. Fighting. Killing. 
  Aching muscles. T e taste of blood. Growing strong. 
  At some point money changes hands. “I paid a pretty price for 
  you.” T e fat man has a dead tooth; she can smell every word. 
  “You’d best be worth it.” 
  T e memories grow clearer. Lodgings are more comfortable. Fights 
  are less frequent. She’s still expected to kill, but now she likes it. 
  Now she’s rewarded for it. Money buys drink. Drink helps her 
  sleep. She’s very strong now. 
  She’s won enough f ghts and enough gold to leave the f ghting pits 
  behind, but this life is all she’s known. She may not choose her 
  path, but at least now she chooses her f ghts. She has a reputation 
  – a bad one – one that makes her desirable as hired muscle, 
  bodyguard or mercenary. 
  She does the job and earns the coin, but she’s seen the world for 
  what it is. She’s seen the men in their f nery, all silks and rings, 
  blood-drunk at the pits; jeering, shouting, laughing as she bled and 
  killed for them, and she’s not forgotten one face.   
  Personality Traits
  “What was I going to do? Tart myself up and marry a blacksmith?” 
  Most of Jana’s experiences with people living “normal” lives 
  have been with slavers and patrons of the f ghting pits. She sees 
  “womanly duties”, and even permanent employment, as another 
  form of servitude. 
  Ideals
  “If I don’t come out on top, I’ll at 
  least come out standing.” Jana doesn’t 
  care about wealth, success, or even 
  victory. Jana’s priority is survival. 
  Bonds
  “You need a slaver dead? I’ll slash my 
  prices. A goblin? T at’s on the house.” 
  Woe betide any slaver that walks into 
  the same tap-house as Jana. He will 
  not be walking out again. 
  Flaws
  “If I’ve not earned a drink, 
  I need a drink. If I don’t need 
  one, I’ve earned one.” Jana is strong, but 
  her experiences have made a profound 
  psychological impact on her, which 
  drink helps to quell. She’s still a capable 
  f ghter when drunk, but meaner, more 
  impatient. And she’s of en drunk. 
  Roleplaying Jana
  Jana is a woman of few words, and 
  those few are not minced. People 
  who talk too much, deliberate or 
  twist words frustrate and anger her. 
  If you need something hit with a glaive, let her know. Otherwise, 
  she’ll be at the tavern “not wasting time”. 
  “I’ve killed bigger and uglier than you.
  Don’t get in my way.”
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 26sp, 2gp
  
  107
  Jana (Level 4)
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 4)
  Background Gladiator
  Occupation Mercenary
  Armor Class 17 (Halfplate)
  Hit Points 36 (4d10+8)
  Speed 30 f .
  STR
  18 ( +4)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +6, Constitution +4
  Skills Acrobatics +4, Athletics +6, Intimidation +2, Perception +3
  Senses Passive Perception 13
  Languages Common, Goblin
  Challenge 2 (450 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Second Wind. On her turn Jana can use a bonus action to regain 
  1d10 + 4 hit points. Once she uses this feature, she must f nish a 
  long or short rest before using it again.
  Action Surge. Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Jana scores critical hits on rolls of 19 and 20.
  Actions
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 f ., one creature. 
  Hit: 10 (1d10 + 4) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 f ., 
  one creature. Hit: 9 / 10 (1d8 / 1d10 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 f ., one 
  creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 30sp, 2gp
  Dead Man Walking
  T e tavern door swung open, and the sudden bite of winter 
  bristled the hairs on the back of her neck. 
  She listened.
  T ere was a heel to the stranger’s boots; they clipped on the bare 
  wooden f oor. Silks rustled and jewellery clinked. A wealthy man 
  had no business in this dive. 
  She turned. 
  His cloak was trimmed in spotted fur. T e last time she’d seen 
  fur like that, it had had its claws in her. He f ipped a coin to the 
  half ing on the f ute as he swaggered to the bar. 
   “One for me, and one for my friend here.” He motioned towards 
  her. She turned away and said nothing.  
  T e barman tucked his greasy rag into a greasy apron, “Out-of-
  towner, is it?”
   “Businessman.” His mouth twitched as if at a private joke. “I 
  hear there’s top-quality merchandise to be had here.”
  He casually tossed the coin. It skittered with a splash in a puddle of 
  old ale inches from her hand.
  Chains.
  Slaver coin.
  She glanced to his belt; a dirk. An amateur’s weapon. Too easy, 
  even without her glaive.    
   “Reckon I’ll take that drink.” She did her best to smile. It was 
  more of a grimace.
  T e dead man passed her a mug, and smiled back.
  
  108
  Jana (Level 8)
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 8)
  Background Gladiator
  Occupation Mercenary
  Armor Class 17 (Halfplate)
  Hit Points 76 (8d10+24)
  Speed 30 f .
  STR
  20 ( +5)
  DEX
  14 (+2)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +8, Constitution +6
  Skills Acrobatics +5, Athletics +8, Intimidation +3, Perception +4
  Senses Passive Perception 14
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Second Wind. On her turn Jana can use a bonus action to regain 
  1d10 + 8 hit points. Once she uses this feature, she must f nish a 
  long or short rest before using it again.
  Action Surge. Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Jana scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Actions
  Extra Attack. Jana can attack twice with each Attack action.
  Glaive. Melee Weapon Attack: +8 to hit, reach 10 f ., one creature. 
  Hit: 11 (1d10 + 5) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 f ., 
  one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 f ., one 
  creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 30sp, 12gp
  Jana in Your Game
  Jana might be available for hire by the party, should they be 
  in need of an extra blade. Not the friendliest sort, she’ll keep 
  herself to herself and get the job done. Alternatively, she might 
  be hired by a villainous character as a bodyguard. She’s the sort 
  of character who may have witnessed something important (as 
  long as it happened in a tavern), and may be willing to part with 
  this information af er she’s been bought a round of drinks. 
  Quest Hook. Jana has tracked down the hobgoblin mercenary 
  group responsible for her enslavement, and she’s out for revenge. 
  Will the party help her against what could be suicidal odds? 
  
  109
  Jana (Level 12)
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 12)
  Background Gladiator
  Occupation Mercenary
  Armor Class 18 (Halfplate)
  Hit Points 124 (12d10+48)
  Speed 30 f .
  STR
  20 ( +5)
  DEX
  14 (+2)
  CON
  19 (+4)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +9, Constitution +8
  Skills Acrobatics +6, Athletics +9, Intimidation +4, Perception +5
  Senses Passive Perception 15
  Languages Common, Goblin
  Challenge 6 (2,300 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Fighting Style (Defense). Jana adds +1 to her AC when 
  wearing armor.
  Second Wind. On her turn Jana can use a bonus action to regain 
  1d10 + 12 hit points. Once she uses this feature, she must f nish 
  a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Improved Critical. Jana scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Indomitable. Once per day, Jana can reroll a failed saving throw. 
  Once she uses this feature, she must f nish a short or long rest 
  before using it again.
  Actions
  Extra Attack. Jana can attack three times with each Attack action.
  Glaive. Melee Weapon Attack: +9 to hit, reach 10 f ., one creature. 
  Hit: 11 (1d10 + 5) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +9 to hit, reach 5 f ., 
  one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 f ., one 
  creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 130sp, 120gp
  Jana adds +1 to her AC when 
  On her turn Jana can use a bonus action to regain 
  1d10 + 12 hit points. Once she uses this feature, she must f nish 
  Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  Jana scores critical hits on rolls of 19 and 20.
   Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Once per day, Jana can reroll a failed saving throw. 
  Once she uses this feature, she must f nish a short or long rest 
  
  110
  Jana (Level 16)
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 16)
  Background Gladiator
  Occupation Mercenary
  Armor Class 18 (Halfplate)
  Hit Points 180 (16d10+80)
  Speed 30 f .
  STR
  20 ( +5)
  DEX
  14 (+2)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  12 (+1)
  Saving T rows Strength +10, Constitution +10
  Skills Acrobatics +7, Athletics +10, Intimidation +6, Perception +6
  Senses Passive Perception 16
  Languages Common, Goblin
  Challenge 8 (3,900 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Fighting Style (Defense). Jana adds +1 to her AC when 
  wearing armor.
  Second Wind. On her turn Jana can use a bonus action to regain 
  1d10 + 16 hit points. Once she uses this feature, she must f nish 
  a long or short rest before using it again.
  Action Surge. Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  or short rest before using it again.
  Superior Critical. Jana scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Indomitable. Twice per day, Jana can reroll a failed saving 
  throw. Once she expends all uses of this feature, she must f nish 
  a short or long rest before using it again.
  Actions
  Extra Attack. Jana can attack three times with each Attack action.
  Glaive. Melee Weapon Attack: +10 to hit, reach 10 f ., one creature. 
  Hit: 11 (1d10 + 5) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +10 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 f ., one 
  creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 180sp, 170gp
  On her turn Jana can use a bonus action to regain 
  1d10 + 16 hit points. Once she uses this feature, she must f nish 
  Once per day, on her turn, Jana can take an 
  additional action on top of her normal action and possible 
  bonus action. Once she uses this feature, she must f nish a long 
  Jana scores critical hits on rolls of 18 – 20.
   Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Twice per day, Jana can reroll a failed saving 
  throw. Once she expends all uses of this feature, she must f nish 
  LOT TWENTY SIX
  A fine FIGHTING specimen,  
   
  having been victorious over  
  MEN AND BEASTS ALIKE.  
  Assuredly deadly with POLEARM 
  and SWORD but equally  
   
  proficient with ANY WEAPON
  A GUARANTEED CROWD- 
  PLEASER and worthy addition to 
  your stable
  Starting bid THREE HUNDRED 
  gold pieces, or equivalent. 
  
  111
  Jana (Level 20)
  Medium Humanoid (Human), Neutral
  Class Fighter (lvl 20)
  Background Gladiator
  Occupation Mercenary
  Armor Class 18 (Halfplate)
  Hit Points 224 (20d10+100)
  Speed 30 f .
  STR
  20 ( +5)
  DEX
  14 (+2)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Saving T rows Strength +11, Constitution +11
  Skills Acrobatics +8, Athletics +11, Intimidation +8, Perception +7
  Senses Passive Perception 17
  Languages Common, Goblin
  Challenge 9 (5,000 XP)
  By Popular Demand. Jana can always f nd a place to f ght 
  professionally, and can expect free food and lodging at the venue 
  for each f ght day.
  Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a 
  damage die for an attack she makes with a melee weapon that 
  she is wielding with two hands, she can reroll the die and must 
  use the new roll, even if it is a 1 or a 2. 
  Fighting Style (Defense). Jana adds +1 to her AC when 
  wearing armor.
  Second Wind. On her turn Jana can use a bonus action to regain 
  1d10 + 20 hit points. Once she uses this feature, she must f nish 
  a long or short rest before using it again.
  Action Surge. Twice per day on her turn, Jana can take one 
  additional action on top of her regular action and a possible 
  bonus action. Once she expends all uses of this feature, she must 
  f nish a short or long rest before using it again.
  Superior Critical. Jana scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Jana can add half her prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use her prof ciency bonus. Additionally, the 
  distance Jana covers with a running long jump increases by 5 f .
  Indomitable. T ree times per day, Jana can reroll a failed saving 
  throw. Once she expends all uses of this feature, she must f nish 
  a short or long rest before using it again.
  Survivor. At the beginning of each of her turns, if Jana has less 
  than half of her hit points remaining, she regains 10 hit points. 
  She does not gain this benef t if she has 0 hit points.
  Actions
  Extra Attack. Jana can attack four times with each Attack action.
  Glaive. Melee Weapon Attack: +11 to hit, reach 10 f ., one creature. 
  Hit: 11 (1d10 + 5) slashing damage.
  Longsword. Melee Weapon Attack (Versatile): +11 to hit, reach 5 
  f ., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 f ., one 
  creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20 
  Arrows, Wolf Fang Necklace, 230sp, 200gp
  
  112
  Orryn Turen
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 1)
  Background Charlatan
  Occupation Gambler
  Armor Class 13 (Leather)
  Hit Points 8 (1d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +4, Intelligence +4
  Skills Deception +6, Insight +3, Investigation +4, Persuasion +4, 
  Sleight of Hand +6, Stealth +4, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 1/4 (50 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate 
  simple ideas with Small or smaller beasts.
  False Identity. Orryn has created a second identity, 
  including relevant documents, contacts and 
  disguises. In addition, he can forge documents 
  and mimic handwriting as long as he has 
  seen an example of the kind of document or a 
  sample of the handwriting. 
  Expertise (Deception, Sleight of Hand). 
  Orryn adds double his prof ciency bonus to 
  skill checks he has expertise with.
  Sneak Attack (+1d6). Once per turn, 
  Orryn can deal an extra 1d6 damage 
  to one creature he hits with an attack if 
  he has advantage on the attack roll. T e 
  attack must use a f nesse or ranged weapon. 
  He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of 
  it, that enemy isn’t incapacitated, and he doesn’t 
  have disadvantage on the attack roll.
  Actions
  Two-Weapon Fighting. When Orryn makes an 
  attack with his main-hand Dagger, he may also 
  attack with his of -hand Dagger or T rowing 
  Knife as a bonus action, but gains no bonus to 
  the damage roll
  Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 5 (1d4 + 2) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +4 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 f ., 
  one creature. Hit: 5 (1d4+2) piercing damage.
  Overview
  Orryn was raised on the road, traveling from place to place, never 
  having a home. His father, who made his money as a con man, 
  set a bad example and taught him how to prey on the stupid and 
  desperate. T e old gnome went from town to town selling “magic” 
  elixirs that were “guaranteed to work” af er only seven doses and 
  seven days. Of course, Orryn and his craf y father would be miles 
  away by the time their customers caught on to the scam. As a 
  result, Orryn is comfortable living one step ahead of an angry mob.
  In the years since Orryn came up with his own con; “Find the 
  Dragon”, a simple (rigged) card game, he has been honing his skills 
  and doing a very good job of cultivating a legitimate reputation, 
  although from time to time he slips up and his greed gets the better 
  of him. T e result is a quick trip out of town in the early morning 
  hours, and a search for a new town or city with a plethora of new 
  inns and taverns.
  Personality Traits
  “Five gold on the little one! I’m feeling lucky!” Orryn is a born 
  gambler and can’t resist taking a risk for a potential payof . T is is 
  true on and of  the gambling table as he has aspirations of going on 
  adventures and coming home with chests full of treasure.
  Ideals
  “You’ll see. One day, I’ll hold all the cards.” He is determined to 
  make something of himself, even if that means he can’t show his 
  face in half the taverns in the realm.
  Bonds
  “You watch my back, I’ll watch yours.” He f eeced a 
  powerful crime boss and has had a price on his head ever 
  since. He has a partner in crime named Frug Timbers (p.100) 
  who of en helps lure marks into his schemes.
  Flaws
  “Damn right I’m all in!” He is too greedy for his own 
  good. He can’t resist taking big risks if there is big 
  money involved. He doesn’t care if he scams peasants 
  or royalty, as long as he takes their money.
  Roleplaying Orryn
  Orryn is very charismatic, of en wearing a smile 
  or a smirk on his face, and can appear very 
  well meaning without an ulterior motive; 
  those in his inner circle, however, are fully 
  aware that he always most certainly does.
  Surprisingly, he doesn’t drink or chase women. He would 
  never have made it as far as he has if he let such vices get 
  in the way of his con.
  He can of en talk people down from a f ght, of ering 
  to return their lost money to avoid things getting 
  physical. T is does not mean however that Orryn is 
  not willing to defend himself. He has had to use his daggers before, 
  but regretted it later.
  “If I have to claim one vice it would be my love of gambling,
  or, more accurately, my love of winning.”
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 8gp, 15sp, 30cp. 
  
  113
  Orryn Turen (level 4)
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 4)
  Background Charlatan
  Occupation Gambler
  Armor Class 14 (Leather)
  Hit Points 23 (4d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Deception +7, Insight +3, Investigation +4, Persuasion +5, 
  Sleight of Hand +7, Stealth +5, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 1 (200 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate simple ideas 
  with Small or smaller beasts.
  False Identity. Orryn has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Sleight of Hand). Orryn adds double his 
  prof ciency bonus to skill checks he has expertise with.
  Sneak Attack (+2d6). Once per turn, Orryn can deal an extra 
  2d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Orryn can take 
  a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Orryn can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Orryn can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 3 f .
  Actions
  Two-Weapon Fighting. When Orryn makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll
  Dagger (Main-hand). Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 6 (1d4 + 3) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4+3) piercing damage.
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 8gp, 25sp, 50cp. 
  DOUBLE OR NOTHING
  Orryn sat uncomfortably on a splintered barrel looking through 
  the tavern window, eyeing up this evening’s prospective candidates. 
  Better to be outside and catch them when they’ve drank their f ll 
  than be inside amongst all those eyes. It was necessary to act the 
  showman as part of his routine, but showmen got noticed and 
  talked about...
  A tavern door slammed open from the inside with excessive 
  force was always a good sign. Orryn was not one to pass up an 
  opportunity and the man, dressed in sailor’s clothes and stumbling 
  drunk, seemed like he’d be a marvellous opportunity. 
   “You look to me to be a gambling man, sir. Fancy a game?”
  T e man staggered over to lean on an adjacent barrel; Orryn 
  f ddled in his pockets to see what he had. No enchanted cards, no 
  loaded die. Alright, time to improvise.  
   “So here’s the game...” he said, hopping up onto a box to give 
  himself much needed height.
  What was the game? 
   “Each player receives two cards which the dealer (that’s me) 
  deals – you don’t look at the cards – you roll the dice (three dice, 
  sir!) and you make a wager as to whether the total value of the 
  three dice rolled is lesser than, equal to or greater than the face 
  value of the two cards the dealer dealt you, but which you have not 
  looked at! You can double your stake to reroll all (that’s all three, 
  sir!) of your dice. Simple, right?” 
   “Uh-”
  Orryn f ashed a toothy smile, looking as sincere as he could 
  muster. Talking quickly confused the barf ies, but pride made them 
  unwilling to admit their confusion.
   “Wonderful.” 
  As the man fumbled with his coin pouch with a badly concealed, 
  furrowed brow, Orryn shuf  ed the cards, managing to force an ace 
  to the top, which he dealt to his opponent. 
  T e man clumsily scooped up the dice and they clattered across the 
  barrel. T ree, four, one. 
   “Your bet?” 
   “Uh-”
   “T at seems like a low roll to me, up to you what to do of 
  course.” Make it seem like his choice.
   “Alright,” the man slurred, “I bet the cards are higher.”
  He turned his cards, revealing the ace Orryn had planted, and a f ve. 
   “Bad luck,” said Orryn, “aces are low in this game.”
   “You cheat, little man!” T e man drew a cutlass and held it 
  barely an inch from Orryn’s face, right between his eyes. Luckily, 
  the gnome was used to losers’ ferocity. He looked at the man 
  beyond the weapon, and smiled his winning smile. 
   “Double or nothing?”
  
  114
  Orryn Turen (level 8)
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 8)
  Background Charlatan
  Occupation Gambler
  Armor Class 14 (Leather)
  Hit Points 43 (8d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  18 (+4)
  Saving T rows Dexterity +6, Intelligence +5
  Skills Deception +10, Insight +7, Investigation +5, Persuasion +10, 
  Sleight of Hand +10, Stealth +6, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 2 (450 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate simple ideas 
  with Small or smaller beasts.
  False Identity. Orryn has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Orryn adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Orryn can deal an extra 
  4d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Orryn can take 
  a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Orryn can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Orryn can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 3 f .
  Uncanny Dodge. When Orryn is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Orryn is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Two-Weapon Fighting. When Orryn makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll
  Dagger (Main-hand). Melee Weapon Attack: +6 to hit, reach 5 f ., 
  one creature. Hit: 6 (1d4 + 3) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +6 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 f ., 
  one creature. Hit: 6 (1d4+3) piercing damage.
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 15gp, 60sp, 85cp.  
  Orryn in Your Game
  Orryn is always seen on one side of a card table, whether that be 
  in a taphouse, an alley, or out by the side of a muddy road. He 
  always has a smile to spare for strangers, and will happily invite 
  new faces over for a game of chance. 
  Quest Hook. Af er years of evading his fate at the hands of a 
  crime boss he conned, Orryn has f nally been tracked down. T e 
  confrontation comes to a head in the party’s vicinity. A group 
  of thugs, lead by the crime boss himself, means to make an 
  example of the gnome. Do the party help the swindler, or leave 
  him to his, arguably deserved, fate? A reward for saving his life 
  could be his magical deck of cards - a f ne prize indeed for any 
  that fancy themselves a fellow charlatan. 
  
  115
  Orryn Turen (level 12)
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 12)
  Background Charlatan
  Occupation Gambler
  Armor Class 15 (Leather)
  Hit Points 63 (12d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +8, Intelligence +6
  Skills Deception +13, Insight +9, Investigation +6, Persuasion +13, 
  Sleight of Hand +12, Stealth +8, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 3 (700 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate simple ideas 
  with Small or smaller beasts.
  False Identity. Orryn has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Orryn adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Orryn can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Orryn can take 
  a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Orryn can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Orryn can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 4 f .
  Uncanny Dodge. When Orryn is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Orryn is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Orryn has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Orryn makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Orryn makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll
  Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 7 (1d4 + 4) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +8 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 f ., 
  one creature. Hit: 7 (1d4+4) piercing damage.
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 3pp, 15gp, 80sp, 85cp.  
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On his turn, as a bonus action, Orryn can take 
  Orryn can climb without expending extra 
  takes no damage on a successful saving throw and half damage 
  
  116
  Orryn Turen (level 16)
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 16)
  Background Charlatan
  Occupation Gambler
  Armor Class 16 (Leather)
  Hit Points 83 (16d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Intelligence +7, Wisdom +6
  Skills Deception +15, Insight +11, Investigation +7, Persuasion +15, 
  Sleight of Hand +15, Stealth +10, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 5 (1,800 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate simple ideas 
  with Small or smaller beasts.
  False Identity. Orryn has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Orryn adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Orryn can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Orryn can take 
  a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Orryn can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Orryn can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Orryn is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Orryn is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Orryn has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Orryn makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Orryn ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Orryn is able to hear, he is aware of the location 
  of any hidden or invisible creatures within 10 feet of him.
  Actions
  Two-Weapon Fighting. When Orryn makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll
  Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +10 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 20pp, 50gp, 150sp.
  
  117
  Orryn Turen (level 20)
  Small Humanoid (Forest Gnome), Lawful Neutral
  Class Rogue (lvl 20)
  Background Charlatan
  Occupation Gambler
  Armor Class 16 (Leather)
  Hit Points 103 (20d8+0)
  Speed 25 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  15 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +11, Intelligence +8, Wisdom +8
  Skills Deception +17, Insight +14, Investigation +8, Persuasion +17, 
  Sleight of Hand +17, Stealth +11, Disguise Kit, Forgery Kit
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Gnomish
  Challenge 6 (2,300 XP)
  Gnome Cunning. Orryn has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Natural Illusionist. Orryn knows the Minor Illusion cantrip, 
  using Intelligence as his spellcasting modif er.
  Speak with Small Beasts. Orryn can communicate simple ideas 
  with Small or smaller beasts.
  False Identity. Orryn has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Orryn adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Orryn can deal an extra 
  10d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On his turn, as a bonus action, Orryn can take 
  a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Orryn can use his Cunning Action to make a 
  Sleight of Hand check, use his thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Orryn can climb without expending extra 
  movement. In addition, when he makes a running jump, the 
  distance he covers increases by 5 f .
  Uncanny Dodge. When Orryn is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Orryn is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Orryn has advantage on Stealth checks if he 
  moves no more than half his speed on the same turn.
  Reliable Talent. When Orryn makes an ability check that lets 
  him add his prof ciency bonus he can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Orryn ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Orryn is able to hear, he is aware of the location 
  of any hidden or invisible creatures within 10 feet of him.
  T ief’s Ref exes. Orryn can take two turns during the f rst 
  round of any combat. He takes his f rst turn at his normal 
  initiative, and his second turn at his initiative minus 10. He can’t 
  use this feature when he is surprised.
  Elusive. No attack roll can have advantage against Orryn unless 
  he is incapacitated. 
  Stroke of Luck. If Orryn’s attack misses a target within range, 
  he can turn the miss into a hit. Alternatively, if he fails an ability 
  check, he can treat the d20 roll as a 20. Once he uses this feature 
  he cannot use it again until he f nishes a short or long rest.
  Actions
  Two-Weapon Fighting. When Orryn makes an attack with his 
  main-hand Dagger, he may also attack with his of -hand Dagger 
  or T rowing Knife as a bonus action, but gains no bonus to the 
  damage roll
  Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5 
  f ., one creature. Hit: 8 (1d4 + 5) piercing damage.
  Dagger (Of -hand). Melee Weapon Attack: +11 to hit, reach 5 f ., 
  one creature. Hit: 3 (1d4+0) piercing damage.
  T rowing Knife. Ranged Weapon Attack: +11 to hit, range 20/60 
  f ., one creature. Hit: 8 (1d4+5) piercing damage.
  Weapons, Armor & Items
  Two Daggers, T rowing Knife, Leather Armor, Orryn’s Enchanted 
  Playing Cards, 30pp, 75gp, 200sp.
  
  118
  Quranis Kuilanya
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 1)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 11
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving T rows Dexterity +3, Intelligence +5
  Skills Deception +5, History +7, Insight +4, Perception +4, 
  Religion +5
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Elvish, Draconic
  Challenge 1/4 (50 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot 
  put her to sleep.
  Trance. Quranis does not sleep. 
  Instead, she meditates for four 
  hours each night. T is grants her 
  the benef t of a long rest.
  Spellcasting. Quranis can cast the 
  Mending cantrip.
  Researcher. If Quranis is unable to recall a 
  piece of lore, she probably knows where the 
  information can be found.
  Expertise (Deception, History). Quranis 
  adds double her prof ciency bonus to skill 
  checks she has expertise with.
  Sneak Attack (+1d6). Once per turn, Quranis 
  can deal an extra 1d6 damage to one creature 
  she hits with an attack if she has advantage 
  on the attack roll. T e attack must use 
  a f nesse or ranged weapon. She 
  doesn’t need advantage on the 
  attack roll if another enemy of 
  the target is within 5 feet of it, that 
  enemy isn’t incapacitated, and she 
  doesn’t have disadvantage on the 
  attack roll.
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 f ., one 
  creature. Hit: 6 (1d8 + 1) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 f ., one creature. Hit: 6 (1d8 + 1) piercing damage.
  Overview
  Quranis describes herself as an antiquarian, others might f nd 
  “treasure hunter” easier to pronounce. She was lucky enough 
  to have suf  cient inherited wealth to pursue her passion for 
  unearthing history. T ose who probe too deeply into the past, 
  however, can uncover far more than they expected… 
  On one of her expeditions, Quranis stumbled upon a trove of 
  artifacts; relics of innumerable empires, statues of forgotten gods 
  and, in their midst, the enormous Green Dragon, Aarvakshaza.    
  T e dragon was in a forgiving mood, gorged as she was on the 
  expedition’s pack mules, and willing to hear out a bargain for the 
  elf’s life. T e deal was simple; bring Aarvakshza tribute every year 
  and be taught secrets of history unknown to any short-life; fail to 
  do so and suf er the consequences. 
  As Quranis’ considerable collection depleted, shipped of  to the 
  dragon year by year, so her knowledge grew. Going out in the f eld 
  herself became too time consuming and unreliable, so she started 
  funding other archaeological expeditions, which became hiring 
  mercenaries to do the same job quicker and cheaper. Soon she was 
  paying anyone who could come by any sort of relic, by legitimate 
  means or otherwise.    
  Quranis is a relatively young elf, and Aarvakshaza is a relatively old 
  dragon. To begin with, she was conf dent in her abilities to simply 
  put up with this inconvenience and wait it out, but it is becoming 
  increasingly apparent that Aarvakshaza has no intention of dying 
  any time soon, and Quranis’ funds are dwindling...    
  Personality Traits
  “Why do so many look to the future when the past contains 
  such wonder?” Quranis has been able to follow her dreams of 
  the past in f nancial security without concern for the future, 
  until now. 
  Ideals
  “Knowledge is the greatest treasure.” If it weren’t for 
  the fascinating insights Aarvakshaza shares with her, 
  Quranis probably would have tried hiring someone to 
  kill the beast by now. 
  Bonds
  “I could simply break our agreement and run, but 
  somehow I doubt a year’s head start would do me 
  much good...” Every year without fail, Quranis must 
  make the journey to Aarvakshaza’s lair, and every year 
  she grows in knowledge, resentment and fear. 
  Flaws
  “It’s only a matter of time before I have to steal these 
  things myself.” Quranis’ situation is getting out of hand. 
  She’s constantly looking for ways to make her search 
  more ef  cient, possibly cutting out the middle man. If 
  she gets caught... well... prison walls won’t stop a dragon. 
  Roleplaying Quranis
  Quranis is well educated, fairly wealthy, and becoming 
  increasingly desperate. She’ll happily give any likely 
  looking group directions to some previously assumed 
  lost ruin or ancient dungeon in exchange for a few choice 
  items upon their return, or pay far more than her competitors for 
  a recently pilfered family heirloom. Quranis resents the recent 
  criminal direction her life has taken, but the life of a fence is at 
  least a life. 
  “T at sword you carry. Fascinating inlay on the hilt. 
  Were you looking to sell, perchance?”
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 20sp, 12gp
  
  119
  The Last Tribute
  It was the smell, she decided, inhaling another lungful, that she 
  hated the most. A dry, musky, reptile smell mixed with an acrid tang 
  fermenting in that chamber for who-knew-how-many centuries. 
  Pushing aside vines, she adjusted the straps on her pack and 
  emerged from the entryway into the main chamber of the ziggurat.
  With the sounds of the forest deadened by the thick stone, all 
  Quranis could hear was the blood pounding in her ears and, 
  almost at the edge of hearing, the slow breath of the dragon 
  reverberating around the walls like the purr of a jungle cat. 
  Perhaps it was asleep. She controlled her trembling legs enough 
  to creep to the centre of the chamber and set down the bag 
  containing the last few artifacts in her collection. 
  T ere was another, louder exhalation. Hot breath rustled her hair and 
  jolted every nerve in her body. She hated that it could move so quietly. 
  She turned slowly. With its jaw resting on the ground, the beast’s 
  amber eyes were level with hers.   
   “I come with my tribute, Aarvakshaza.”
  T e dragon blinked once, slowly, expectantly. 
   “... the great and merciful,”—inwardly, Quranis rolled her 
  eyes—“emerald crown of the forest and mistress of all she surveys.” 
   “You’re not leaving already? You know how I enjoy our little 
  chats, Rani.”
  She hated that it called her Rani. Her mother had called her Rani. 
   “A lighter tribute than previous,” the dragon continued, hooking 
  it with a talon, “I do hope our arrangement isn’t inconveniencing 
  you at all?”
  Quranis coughed. With each syllable, a puf  of poison poured 
  between the dragon’s fangs.   
   “No matter. I know you won’t disappoint me next year.”
  Her eyes were watering now; she was struggling to maintain 
  composure.
   “You know what will happen if you disappoint me, don’t you, 
  Rani?”
  Gulping down breaths, face  burning, she forced herself to meet the 
  dragon’s gaze.
   “I know.”
  Quranis Kuilanya (level 4)
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 4)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 11
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving T rows Dexterity +3, Intelligence +6
  Skills Deception +5, History +8, Insight +4, Perception +4, 
  Religion +6
  Senses Darkvision 60f ., Passive Perception 12
  Languages Common, Elvish, Draconic
  Challenge 1/2 (100 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Spellcasting. Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  following spell:
  Cantrips: Mending
  Researcher. If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History). Quranis adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Quranis can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Quranis can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 1 f .
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d8 + 1) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 f ., 
  one creature. Hit: 6 (1d8 + 1) piercing damage.
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 30sp, 15gp
  
  120
  Quranis Kuilanya (level 8)
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 8)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 11
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  14 (+2)
  CHA
  13 (+1)
  Saving T rows Dexterity +4, Intelligence +8
  Skills Deception +7, History +11, Insight +8, Perception +8, 
  Religion +8
  Senses Darkvision 60f ., Passive Perception 18
  Languages Common, Elvish, Draconic
  Challenge 1 (200 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Spellcasting. Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  following spell:
  Cantrips: Mending
  Researcher. If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History, Insight, Perception). Quranis 
  adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Quranis can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Quranis can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 1 f .
  Uncanny Dodge. When Quranis is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d8 + 1) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 f ., 
  one creature. Hit: 6 (1d8 + 1) piercing damage.
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 45sp, 18gp
  Quranis in Your Game
  Quranis can be relied on to have a dungeon-crawl style quest 
  for your party. She is constantly reading up on forgotten lore 
  and poring over old maps, so of en digs up references to ruins 
  or tombs which house a wealth of historically interesting items. 
  She is, of course, tight-lipped about her specif c interest in 
  these items (for which the party can expect to be generously 
  compensated), beyond simple archaeological curiosity. 
  If there is a location or object of particular interest or 
  importance, Quranis might accompany the party as a guide, 
  primarily out of curiosity to see the items in situ before 
  excavation. 
  Quest hook. Af er many such quests over a number of years, 
  an increasingly haggard looking Quranis lets the party in on a 
  secret. Her situation is entirely unsustainable at this point, and 
  she needs a group of adventurers to slay a dragon...
  
  121
  Quranis Kuilanya (level 12)
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 12)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 12
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving T rows Dexterity +6, Intelligence +9
  Skills Deception +10, History +13, Insight +10, Perception +10, 
  Religion +9
  Senses Darkvision 60f ., Passive Perception 20
  Languages Common, Elvish, Draconic
  Challenge 2 (450 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Spellcasting. Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  following spell:
  Cantrips: Mending
  Researcher. If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History, Insight, Perception). Quranis 
  adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Quranis can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Quranis can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 2 f .
  Uncanny Dodge. When Quranis is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Quranis has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Quranis makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d8 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 f ., 
  one creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 60sp, 36gp
  Quranis does not sleep. Instead, she meditates for four 
  Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  Quranis 
  Once per turn, Quranis can deal an extra 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On her turn, as a bonus action, Quranis can 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  extra movement. In addition, when she makes a running jump, 
  When Quranis is hit with an attack from an 
   When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  extra movement. In addition, when she makes a running jump, 
   When Quranis is subjected to an ef ect that allows her 
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  122
  Quranis Kuilanya (level 16)
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 16)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 12
  Hit Points 83 (16d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving T rows Dexterity +7, Intelligence +10
  Skills Deception +12, History +15, Insight +14, Perception +14, 
  Religion +10
  Senses Darkvision 60f ., Passive Perception 24
  Languages Common, Elvish, Draconic
  Challenge 3 (700 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Spellcasting. Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  following spell:
  Cantrips: Mending
  Researcher. If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History, Insight, Perception). Quranis 
  adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Quranis can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Quranis can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 2 f .
  Uncanny Dodge. When Quranis is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Quranis has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Quranis makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Quranis ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Quranis is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet of 
  her.
  Actions
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d8 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 f ., 
  one creature. Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 200sp, 
  120gp
  Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History, Insight, Perception). Quranis 
  adds double her prof ciency bonus to skill checks she has 
  Once per turn, Quranis can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
   On her turn, as a bonus action, Quranis can 
  Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  When Quranis is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 200sp, 
  120gp
  120gp
  
  123
  Quranis Kuilanya (level 20)
  Medium Humanoid (High Elf), Neutral
  Class Rogue (lvl 20)
  Background Archaeologist
  Occupation Antiquarian
  Armor Class 13
  Hit Points 103 (20d8+0)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  18 (+4)
  CHA
  14 (+2)
  Saving T rows Dexterity +9, Intelligence +11
  Skills Deception +14, History +17, Insight +16, Perception +16, 
  Religion +11
  Senses Darkvision 60f ., Passive Perception 26
  Languages Common, Elvish, Draconic
  Challenge 5 (1,800 XP)
  Fey Ancestry. Quranis has advantage on saving throws against 
  being charmed, and magic cannot put her to sleep.
  Trance. Quranis does not sleep. Instead, she meditates for four 
  hours each night. T is grants her the benef t of a long rest.
  Spellcasting. Quranis uses Intelligence as her spellcasting ability 
  (Spell Save DC 11, +3 to hit with spell attacks). She may cast the 
  following spell:
  Cantrips: Mending
  Researcher. If Quranis is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, History, Insight, Perception). Quranis 
  adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Quranis can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Quranis can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Quranis can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Quranis can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 3 f .
  Uncanny Dodge. When Quranis is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Quranis is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Quranis has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Quranis makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Quranis ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Quranis is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet 
  of her.
  T ief’s Ref exes. Quranis can take two turns during the f rst 
  round of any combat. She takes her f rst turn at her normal 
  initiative, and her second turn at her initiative minus 10. She 
  can’t use this feature when she is surprised.
  Elusive. No attack roll can have advantage against Quranis 
  unless she is incapacitated.
  Stroke of Luck. If Quranis’ attack misses a target within range, 
  she can turn the miss into a hit. Alternatively, if she fails an 
  ability check, she can treat the d20 roll as a 20. Once she uses 
  this feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 f ., 
  one creature. Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20 
  Bolts, Staf , Dungeoneer’s Pack, Gold Dragon Figurine, 250sp, 
  180gp
  
  124
  Rurik Rockfist
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 1)
  Background Criminal
  Occupation Smuggler
  Armor Class 16 (Halfplate)
  Hit Points 13 (1d10+3)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Strength +5, Constitution +5
  Skills Deception +1, Intimidation +1, Stealth +3, Survival +3, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 1/2 (100 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through 
  various means, even over great 
  distances. 
  Fighting Style (Two-
  Weapon Fighting). Rurik 
  may add his ability modif er 
  to damage rolls with his 
  of  and weapon.
  Second Wind. On his turn 
  Rurik can use a bonus action to 
  regain 1d10 + 1 hit points. Once 
  he uses this feature, he must f nish a 
  long or short rest before using it again.
  Actions
  Two-Weapon Fighting. When Rurik 
  makes an attack with his main-hand axe, he 
  may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +5 to hit, 
  reach 5 f ., one creature. Hit: 7 (1d6 + 3) 
  slashing damage.
  Overview
  Rurik is the son of a gem trader. He grew up 
  with aspirations of one day taking over the family business. 
  Unfortunately, Rurik is the youngest of 5 brothers, each of whom 
  had the same desire. It became clear at an early age to Rurik that if 
  he intended to make something of himself, it would not be handed 
  to him. He would have to set out on his own.
  At a relatively early age for a dwarf, Rurik lef  the underground 
  city of his birth and sought fortune in the lands beyond. He 
  traveled with caravans of traders for many years, learning the art 
  of negotiation, which did not suit him well at f rst. T is was, until 
  he learned that folk can be persuaded by intimidation equally so, 
  if not more ef ectively than by a silver tongue. T is tactic gave him 
  quite a reputation among the traders, and indeed, with many folk 
  throughout the realm.
  It was many years of traveling from place to place before Rurik 
  settled down for a bit, but the lifestyle didn’t suit him. He 
  thought long and hard about how he might make the fortune and 
  reputation he so desperately desired.
  By chance he was given a proposition by an old friend in the 
  trades. He arrived at Rurik’s house one night wrapped in a long 
  hooded cloak. He appeared nervous and seeking refuge, and soon 
  revealed that he was indeed avoiding the city watch, for he had in 
  his possession an item stolen from a member of a noble house. He 
  revealed the item, a small golden statue in the likeness of a lion 
  with f nely cut sapphires for eyes and a beautiful yellow glow to 
  the polished gold. Rurik was impressed by the craf smanship, but 
  was confused. How could he help his friend in his predicament? 
  T is is when his friend’s plan was revealed, and Rurik f rst became 
  a smuggler. T e terms were simple, good pay; half up front, half 
  upon delivery to a city in the far north. Rurik would go on to take 
  many jobs of this nature, posing as a trader. Over time he would 
  begin to make quite a name for himself.
  Personality Traits
  “All part of the plan.” Calm and collected no matter what the 
  situation, Rurik always has a plan for when things go wrong.
  Ideals
  “Coin’s coin, no matter whose.” 
  Rurik doesn’t care if he’s working 
  on the side of good or evil, as 
  long as he gets paid his promised 
  price.
  Bonds
  “T at’s need-to-know. You don’t need 
  to know.”He rarely works with others, but 
  when he does he doesn’t share the whole plan 
  with them. His well-earned or ill-gotten gains go to 
  support his collection of f ne gems and jewels which 
  he keeps in a secret place.
  Flaws
  “What did you say to me?!” Rurik won’t back down 
  from a f ght or challenge, even when he’s outnumbered 
  or outmatched. He has started more tavern brawls 
  than he can remember, but that’s mostly because of 
  how many ales he had in him at the time.
  Roleplaying Rurik
  Rurik, like most dwarves, is outspoken and outgoing. He enjoys 
  a rowdy crowd, good entertainment, and strong ale. When he is 
  not shouting or challenging others to arm wrestling and drinking 
  contests, he listens to news from other travelers.
  He is most interested in news about the roads and the safest routes 
  throughout the realm. Af er all, his trade is the transportation of 
  goods, so he needs to know the best way to get them safely from 
  one place to another.
  In combat Rurik is a no-nonsense brawler who most of en 
  frightens his foes away before ever having to swing his axe. If it 
  does come to blows he is deadly accurate and shows no mercy.
  “Another round on the daisy who can’t hold his liquor!”
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  5gp, 10sp, 15cp, 5 gems each worth 5gp  
  
  125
  Rurik Rockfist (level 4)
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 4)
  Background Criminal
  Occupation Smuggler
  Armor Class 16 (Halfplate)
  Hit Points 44 (4d10+16)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Strength +5, Constitution +6
  Skills Deception +1, Intimidation +1, Stealth +3, Survival +3, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 1 (200 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Rurik may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Rurik can use a bonus action to 
  regain 1d10 + 4 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Rurik can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
  Actions
  Two-Weapon Fighting. When Rurik makes an attack with his 
  main-hand axe, he may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  8gp, 22sp, 15cp, 5 gems each worth 5gp  
  Moody Goods
   “Ten gold pieces now, ten more when you make the delivery to 
  my associate.”
   “What’s the cargo?”
   “Tapestries.”
  Rurik watched the woman’s two burly companions heave a large 
  crate over to his covered wagon. Bloody heavy tapestries. It was a 
  fair price, more or less, a little on the low side, but he was getting 
  a good return on this trip anyway, and he’d lingered too long at 
  the trading post. T e sky was already a dull purple, and he wanted 
  to be away before sun-up. He nodded, pocketed the coin, and the 
  men grunted and hoisted the crate into a gap in the piled goods 
  f lling the wagon. 
  Rurik twitched the reins to get the mule moving and pulled up his 
  hood. A few sacks of produce (one of which contained contraband 
  orcish liquor), some pelts, a barrel of ambergris, and a crate of, 
  presumably stolen, tapestries. It was a f ve-day journey to the city 
  by his backroads, hidden paths and tracks. Easy money.
  *
  Four and a half uneventful days later, with the city visible ahead of 
  him, the crate of tapestries started yelling. 
  Rurik stopped the cart. Muf  ed shouts and banging emanated 
  from the crate. A deep, male voice, evidently recently awakened, 
  confused and none-too-pleased with his predicament. Stolen 
  goods were one thing, but a person was quite another. Very risky, 
  but a job’s a job. Rurik scratched his beard.  
  Climbing into the back of the cart, he put his shoulder to the 
  crate and shunted it onto the ground (more shouting from his 
  unexpected traveling companion). Fetching a few empty sacks, 
  he gathered all of the detritus he could f nd—rocks, and bits of 
  wood— and f lled the gap in his cargo. Leaving the crate and its 
  furious content behind him, he pressed on to the city gates.
   “T ere’s a crate out on the road, of  cer, a few miles out. I’d ‘ve 
  picked it up myself, but I’m full as it is.” 
  T e guard glanced into his cart disinterestedly, nodded and said 
  he’d send a few men out to retrieve it before the day was out. 
   “Your ‘tapestries’ will be in the city by nightfall,” Rurik said to 
  his contact, holding out his hand for his ten gold pieces. 
   
   
  
  126
  Rurik Rockfist (level 8)
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 8)
  Background Criminal
  Occupation Smuggler
  Armor Class 16 (Halfplate)
  Hit Points 92 (8d10+40)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Saving T rows Strength +6, Constitution +8
  Skills Deception +2, Intimidation +2, Stealth +4, Survival +4, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 4 (1,100 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Rurik may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Rurik can use a bonus action to 
  regain 1d10 + 8 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Rurik can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  Actions
  Extra Attack. Rurik can attack twice with each Attack action.
  Two-Weapon Fighting. When Rurik makes an attack with his 
  main-hand axe, he may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +6 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  10gp, 22sp, 36cp, 5 gems each worth 5gp  
  Rurik in Your Game
  Rurik spends most of his time on the move between a number 
  of cities, towns, and trading posts, so could potentially run into 
  the party anywhere - within civilization or outside it. He doesn’t 
  of en stray far from his mule-drawn wagon as it is, more of en 
  than not, full of contraband. 
  If the party is in need of transport, Rurik may of er his services, 
  especially if secrecy is paramount. Given the usually illicit nature 
  of his cargo, the party may f nd themselves on the wrong side of 
  the law if they encounter any watchmen on the road. 
  Quest Hook. Rurik is carrying out a particularly risky job – 
  transporting a high value cargo through a dangerous area – and 
  needs the party’s services as bodyguards, promising a 1/5th 
  share of the prof ts. He remains tight-lipped about the nature of 
  the cargo, but will the party be willing to help a smuggler if the 
  truth comes out?
  
  127
  Rurik Rockfist (level 12)
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 12)
  Background Criminal
  Occupation Smuggler
  Armor Class 17 (Halfplate)
  Hit Points 136 (12d10+60)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Saving T rows Strength +7, Constitution +9
  Skills Deception +4, Intimidation +4, Stealth +5, Survival +5, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 5 (1,800 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Rurik may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Rurik adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Rurik can use a bonus action to 
  regain 1d10 + 12 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Rurik can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  Indomitable. Once per day, Rurik can reroll a failed saving 
  throw. Once he uses this feature, he must f nish a short or long 
  rest before using it again.
  Actions
  Extra Attack. Rurik can attack three times with each Attack action.
  Two-Weapon Fighting. When Rurik makes an attack with his 
  main-hand axe, he may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +7 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  4pp, 25gp, 22sp, 36cp, 5 gems each worth 5gp  
  
  128
  Rurik Rockfist (level 16)
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 16)
  Background Criminal
  Occupation Smuggler
  Armor Class 17 (Halfplate)
  Hit Points 170 (16d10+80)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving T rows Strength +8, Constitution +10
  Skills Deception +8, Intimidation +8, Stealth +6, Survival +6, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 6 (2,300 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Rurik may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Rurik adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Rurik can use a bonus action to 
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Rurik can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Superior Critical. Rurik scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  Indomitable. Twice per day, Rurik can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Actions
  Extra Attack. Rurik can attack three times with each Attack action.
  Two-Weapon Fighting. When Rurik makes an attack with his 
  main-hand axe, he may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +8 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  4pp, 75gp, 22sp, 5 gems each worth 5gp  
  On his turn Rurik can use a bonus action to 
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Once per day, on his turn, Rurik can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  Rurik scores critical hits on rolls of 18 – 20.
   Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  
  129
  Rurik Rockfist (level 20)
  Medium Humanoid (Mountain Dwarf), Neutral
  Class Fighter (lvl 20)
  Background Criminal
  Occupation Smuggler
  Armor Class 17 (Halfplate)
  Hit Points 214 (20d10+100)
  Speed 25 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving T rows Strength +9, Constitution +11
  Skills Deception +10, Intimidation +10, Stealth +7, Survival +7, 
  Dice, T ieves’ Tools
  Senses Darkvision 60 f ., Passive Perception 11
  Languages Common, Dwarvish
  Challenge 8 (3,900 XP)
  Dwarven Resilience. Rurik has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Rurik has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Fighting Style (Two-Weapon Fighting). Rurik may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Rurik adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Rurik can use a bonus action to 
  regain 1d10 + 20 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on his turn, Rurik can take one 
  additional action on top of his regular action and a possible 
  bonus action. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Superior Critical. Rurik scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  Indomitable. T ree times per day, Rurik can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Survivor. At the beginning of each of his turns, if Rurik has less 
  than half of his hit points remaining, he regains 10 hit points. He 
  does not gain this benef t if he has 0 hit points.
  Actions
  Extra Attack. Rurik can attack four times with each Attack action.
  Two-Weapon Fighting. When Rurik makes an attack with his 
  main-hand axe, he may also attack with his of -hand axe as a 
  bonus action.
  Hand Axe. Melee Weapon Attack: +9 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) slashing damage.
  Weapons, Armor & Items
  Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, 
  4pp, 140gp, 100sp, 5 gems each worth 5gp  
  Rurik has a contact in the criminal network, 
  bonus action. Once he expends all uses of this feature, he must 
   Rurik can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Rurik covers with a running long jump increases by 3 f .
  saving throw. Once he expends all uses of this feature, he must 
  At the beginning of each of his turns, if Rurik has less 
  than half of his hit points remaining, he regains 10 hit points. He 
  Silk Slippers (8 pairs)
  Pelts (4 Bear, 12 Deer, 1 Wyvern**)
  Ale* (5 barrels)
  Spirits (2 barrels Dwarven, 2 barrels 
  Gnomish)
  Assorted alchemy supplies**
  Elvish armor (3 complete sets) 
  
  130
  Evil Aligned Guilds
  It’s generally the rule that a criminal organization attracts some 
  very unsavory characters, but some cross the line to become truly 
  evil; enjoying the chaos, destruction and death in their wake just as 
  much as the related rewards. Below are some examples of the sort 
  of gangs that your average thug would have to think twice before 
  joining, along with suggested membership.  
  The Black Mast
  Slavers, brigands, ruf  ans, thieves. T eir reputation precedes 
  them and their f ag is the most feared among the free folk of the 
  realm. It is said that there is a special place in hell for the men 
  who crew any ship that f ies the f ag of T e Black Mast.
  T ey travel primarily by boat, but will travel overland if need 
  demands it. Most of en they transport a cargo of slaves; folk 
  from all over the realm who have been bought or kidnapped 
  into a life of servitude. On occasion, members of T e 
  Black Mast have been known to transport stolen goods and 
  contraband from port to port, but only if the coin is worth it.
  Bram Rothwell (p.132) and Stanus Millrun (p.168) are both 
  members of T e Black Mast. T ey are the captain and f rst mate, 
  respectively, of a ship that, more of en than not, is outf tted with a 
  brand new crew up to no good. T e two have worked out a rather 
  clever strategy for maintaining discretion about their business 
  ventures, and for maximizing their share of prof ts. Suf  ce it to say, 
  if you’re a lowlife looking for adventure, danger, and the promise of 
  riches, T e Tyrant could be the last ship you ever crew...
  Jackdaws
  In any city you can see them; scavenger birds crowding and 
  chattering over rubbish piles. As a city grows bigger and f lthier 
  and the trash accumulates, the jackdaws and other vermin grow 
  fat, content and numerous. Like the bird which gives them their 
  name, T e Jackdaws are opportunists, not ones to let a chance 
  for prof t slip through their f ngers; mugging, burglary, extortion, 
  even the occasional assassination are all fair game as far as they’re 
  concerned. Once the bones of the city are picked clean, or bigger 
  scavengers show their faces, T e 
  Jackdaws take f ight, f nd a new nest, 
  and leave others to clean up the mess. 
  Mal Addik (p.156) is as close to a 
  leader as T e Jackdaws have. His 
  voice is listened to more of en 
  than not, anyway. 
  Unwilling as he may be, 
  Talim Nezara (p.174) 
  f nds a living of sorts 
  amongst T e Jackdaws 
  as an inf ltrator 
  and burglar.
  Once an unquestioning 
  thug, Mardren 
  Mar (p.38) has, 
  unbeknownst to his 
  former cronies, turned 
  his cloak and now 
  works for the city watch, 
  passing them information 
  from inside the gang.
  Sisters of Sin
  ‘T e Sisters’, as they are of en called, are admired by some, and 
  despised by others. T ey are a loosely-associated network of women 
  who run brothels throughout the major cities of the realm. T e Sisters 
  of Sin take pride in their work. Each leader, commonly referred to as 
  a ‘mother’, has control over a particular district of a city—if not the 
  entire city—and watches over all of the girls in her charge. 
  T e Sisters usually have a good idea of what’s going on politically, 
  as their prices for companionship only attract 
  the upper elite. Small talk can sometimes be 
  rather interesting, you see, and all of the 
  girls are good listeners. T ey have been 
  responsible for ruining many political 
  careers throughout the decades, and 
  even for taking down some of the most 
  powerful noble houses through scandal 
  and outrage.
  Willing to accept payment for useful 
  information and spilled secrets, they don’t 
  much care for who that knowledge might 
  ruin, or the long term ramif cations. T ey 
  view the world outside of their brothels as 
  a cruel place that they must have an edge 
  in to get by. T eir private disclosures and 
  the impact they could have is what gives 
  them that edge.
  Elenor Ravenhair (p.32) was once a 
  companion in a house controlled by T e 
  Sisters. She started learning the art of 
  seduction when she was barely a woman, 
  and enjoyed being adored by handsome princes 
  scavengers show their faces, T e 
  Jackdaws take f ight, f nd a new nest, 
  and leave others to clean up the mess. 
   is as close to a 
  leader as T e Jackdaws have. His 
  voice is listened to more of en 
  the upper elite. Small talk can sometimes be 
  rather interesting, you see, and all of the 
  and enjoyed being adored by handsome princes 
  It’s generally the rule that a criminal organization attracts some 
  very unsavory characters, but some cross the line to become truly 
  evil; enjoying the chaos, destruction and death in their wake just as 
  much as the related rewards. Below are some examples of the sort 
  of gangs that your average thug would have to think twice before 
  Slavers, brigands, ruf  ans, thieves. T eir reputation precedes 
  them and their f ag is the most feared among the free folk of the 
  realm. It is said that there is a special place in hell for the men 
  T ey travel primarily by boat, but will travel overland if need 
  from all over the realm who have been bought or kidnapped 
  contraband from port to port, but only if the coin is worth it.
  members of T e Black Mast. T ey are the captain and f rst mate, 
  respectively, of a ship that, more of en than not, is outf tted with a 
  brand new crew up to no good. T e two have worked out a rather 
  clever strategy for maintaining discretion about their business 
  ventures, and for maximizing their share of prof ts. Suf  ce it to say, 
  if you’re a lowlife looking for adventure, danger, and the promise of 
  
  131
  and young noblemen, until she did what a companion should 
  never do, and fell in love with one. Her house mother, a cruel 
  woman who had long since given up on the idea of love, made 
  gentle threats to keep things professional. When Elenor ignored 
  her and met with her new love in secret, quick and merciless action 
  was taken.
  To punish Elenor, the house mother went af er her forbidden love. 
  In no time at all he was accused of conspiracy by a member of 
  his own noble house and banished within a month. Elenor wept 
  alone in her quarters. When her tears had dried and the pain of 
  his memory was only a lingering wound, she decided to leave the 
  sisterhood, dreaming of a day that her love would once again hold 
  her in his arms. Of en she thinks of ways that she could claim 
  retribution on those responsible for his banishment.
  Evil Aligned Characters
  If you are in need of a villainous character for your campaign, whether it be a nemesis for an adventure, or just to add a bit of f avor to a 
  criminal headquarters, let these evil characters inspire you. Perhaps their schemes coincide, or even conf ict, with the machinations of 
  existing villains.  
  d10
  Name
  Class
  Alignment
  Background
  Occupation
  Page
  1
  Bram Rothwell
  Fighter
  Chaotic Evil
  Sailor
  Slaver
  132
  2
  Erdan Liadon
  Rogue
  Lawful Evil
  Charlatan
  Con Artist
  138
  3
  Garrin Ashcopse
  Warlock
  Chaotic Evil
  Criminal
  Crime Baron
  144
  4
  Ka’Laera of Many Faces
  Rogue
  Neutral Evil
  Criminal
  Spy
  150
  5
  Mal Addik
  Ranger
  Lawful Evil
  Criminal
  Sellsword
  156
  6
  Nimh the Surgeon
  Rogue
  Lawful Evil
  Apothecary
  Surgeon
  162
  7
  Stanus Millrun
  Bard
  Neutral Evil
  Sailor
  Slaver
  168
  8
  Talim Nezara
  Rogue
  Neutral Evil
  Assassin
  T ief
  174
  9
  Utan Brabus
  Fighter
  Chaotic Evil
  Noble
  Mercenary
  180
  10
  Yrla Silverhand
  Rogue
  Neutral Evil
  Assassin
  Guild Leader
  186
  Two Blades
  Assassins are greedy. Assassins are ruthless. Assassins are utterly 
  self-assured in their own abilities. Exploit these traits to their 
  extreme, and you’ll f nd the Two Blades. T eirs is an elegantly 
  blunt method—two assassins are sent on every mission, each with 
  two targets: f rstly, the mark, secondly, the other assassin. Some 
  covet wealth; the promise of close to double what they could make 
  working for another guild entices them. Some desire esteem; ‘the 
  assassin of assassins’ is an epithet worth risking all for. Some…well, 
  some are just blood-thirsty maniacs. All share an uneasy truce at 
  their headquarters, each of them knowing that any other of them 
  could have a knife to their throat on the next job, and that as each 
  job goes by, the blades are only getting sharper. 
  Yrla Silverhand (p.186) leads the Blades, inspired by the traumatic 
  incidents of her past; she’s a shrewd businesswoman, keeping work 
  steady, and having the history, skills, and charisma to keep her 
  ‘boys’ in check and her word above contestation. She takes sadistic 
  amusement in predicting the outcomes 
  of every job, and every rivalry, she 
  orchestrates.
   leads the Blades, inspired by the traumatic 
  incidents of her past; she’s a shrewd businesswoman, keeping work 
  steady, and having the history, skills, and charisma to keep her 
  ‘boys’ in check and her word above contestation. She takes sadistic 
  amusement in predicting the outcomes 
  of every job, and every rivalry, she 
  
  132
  Bram Rothwell
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 1)
  Background Sailor
  Occupation Slaver
  Armor Class 16 (Breastplate)
  Hit Points 12 (1d10+2)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  13 (+1)
  Saving T rows Strength +5 Constitution +4
  Skills  Athletics +5, Intimidation +3, Perception +1, Survival +1
  Senses Passive Perception 11, Navigator's Tools, Water Vehicles
  Languages Common, Orcish
  Challenge 1 (200 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 1 hit points. Once he uses this feature, he 
  must f nish a long or short rest before using it again.
  Actions
  Two-Weapon Fighting. When Bram makes an 
  attack with his main-hand Cutlass, he may also 
  attack with his of -hand Cutlass as a 
  bonus action.
  Cutlass. Melee Weapon Attack: +5 to hit, reach 
  5 f ., one creature. Hit: 7 (1d6 + 3) 
  slashing damage
  Pistol. Ranged Weapon Attack: +4 to hit, range 
  30/90 f ., one creature. Hit: 7 (1d10+2) 
  piercing damage
  Overview
  Bram Rothwell has a reputation as a brutal 
  captain and tyrant. He is cold and calculating in 
  his business deals, that are most of en related to 
  the acquisition, transport, and sale of slaves. 
  He is most frequently found in port cities, 
  spending his ill gotten gains on gambling, 
  hard drink, and female companionship. 
  Bram claims that he lives his life in a constant and 
  repeating cycle. He wakes up one day in a drunken 
  stupor with not a copper to his name. T is is how he 
  knows it’s time to leave town and put together a new 
  group of hearty sailors. He assembles a skeleton crew 
  and sets sail before anyone he owes money to realizes 
  he’s gone. 
  He raises the f ag common to all pirates and slavers that tells others 
  his ship is for hire and he is looking for crew. It doesn’t take long 
  for him to f ll his bunks with the most wicked and unsavory of 
  men, each of them willing to do what ever it takes to make a few 
  gold pieces for services rendered. 
  Af er he’s secured a job and delivered the merchandise, Bram 
  systematically murders each one of his crew members; all but his 
  f rst mate Stanus (p.168). T is strategy is intended to prevent word 
  of their exploits from spreading too far, and to make sure the price 
  for their services remains at a premium. Af er all the loose ends are 
  taken care of, Bram quickly spends his earnings on his vices and 
  the whole cycle starts over again. 
  Personality Traits
  "T e right foot! Step with the right foot f rst, damn you!" Bram 
  has a deeply ingrained sense of superstition and sees omens in the 
  most trivial things. He doesn’t believe in fate, but instead believes 
  that luck and bad luck shape his future.
  Ideals
  "I'd sooner be dead than take orders." Master and slaver are the 
  two roles in life. He is a predator and most other folk are the prey. 
  Bonds
  "He's not a good man, but he's a f ne sailor." His f rst mate 
  Stanus is the only man he trusts but he’d never give his 
  life for him. Bram has never been in love, but secretly 
  longs for romance.
  Flaws
  "I just weeded out the weakest of the bunch. 
  You ought to be grateful." His methods 
  are brutal and of en over-the-top even by 
  slaver standards. T is has resulted in dead 
  merchandise on more than one occasion, 
  but Bram himself just snickers.
  Roleplaying Bram
  Bram Rothwell is a middle aged man with a 
  terrible temper and little patience. For him there is 
  no such thing as a friendly argument. Instead he sees 
  any disagreement with his orders or opinion as a 
  direct attack.
  Stanus is the only man he will allow to question 
  him, as he’s been proven to have a much cooler 
  head in times of stress and danger.
  Bram has skipped out on so many debts, some 
  rather sizable, that he is always looking over his 
  shoulder and ready at a moment’s notice to leave 
  town. He is usually one step ahead of his pursuers, but 
  when he’s not, he’s not afraid of f ghting. 
  While in a f ght Bram wields two cutlasses, one in each 
  hand, and is more than a match for the most highly 
  trained swordsman. T is is primarily due to his 
  f ghting style and total disregard for honor. He will 
  always stab an enemy in the back if he gets the chance and doesn’t 
  see much point in ever f ghting fair.
  “Honor and chivalry are for knights and nobles,
  I am neither and don’t pretend to be one.”
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 2gp, 30sp, Signet Ring (5gp)
  
  133
  Bram Rothwell (level 4)
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 4)
  Background Sailor
  Occupation Slaver
  Armor Class 16 (Breastplate)
  Hit Points 36 (4d10+8)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  15 (+2)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  13 (+1)
  Saving T rows Strength +6 Constitution +4
  Skills  Athletics +6, Intimidation +3, Perception +1, Survival +1, 
  Navigator's Tools, Water Vehicles
  Senses Passive Perception 11
  Languages Common, Orcish
  Challenge 2 (450 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 4 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Bram can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Bram scores critical hits on rolls of 19 and 20.
  Actions
  Two-Weapon Fighting. When Bram makes an attack with his 
  main-hand Cutlass, he may also attack with his of -hand Cutlass as 
  a bonus action.
  Cutlass. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d6 + 4) slashing damage
  Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 f ., one 
  creature. Hit: 7 (1d10+2) piercing damage
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 4gp, 30sp, Signet Ring (5gp)
  Captain on Deck
  T e oilskin coat kept out the wet, but it did nothing for the cold. 
  T e captain was used to it; he'd spent more of his life on deck than 
  on land. T e ship bucked under him like some great, angry beast, 
  the howling winds whipped the sea up over the bow and gunwales, 
  the deck was awash with foam, and Bram didn't miss a step as 
  he paced the length of the Tyrant. T ree nights now he'd spent 
  pacing, and three nights the albatross had circled. An ill omen, he 
  reckoned; all knew that the bird was the spirit of a dead sailor, and 
  Bram had plenty of those in his past, none of them a friend to him. 
  A crack of lightning illuminated the moonless sky and, through the 
  lashing rain, Bram saw no sign of white wings against the black. 
  Good. He strode to the stern and peered into the restless sea below. 
  T ere. With another crack, the f n jutting from the water like a 
  jagged tooth was thrown into sharp relief. A shark following meant 
  blood would soon be spilled. A good sign. 
  Bram would have his work cut out for him; he'd assembled a good 
  crew for this voyage, or rather a bad crew - the baddest of the bad. 
  Scum of the earth, just how he liked them. But—another crack 
  shadowed the sockets of the gull-pecked skull swinging from the 
  yardarm; all that was lef  of the dwarven dissenter—he was captain, 
  and he was worse than any of them. 
  Some of them had potential, it was true; there were always some 
  with potential. Brophy excelled at keeping the cargo in line, 
  Craddock was one of the strongest men he had ever met, and it 
  had been a long time since he'd seen anyone take to the work as 
  quickly and enthusiastically as Rosset. In another life he'd have 
  been proud to have them weigh his anchor, swab his decks and 
  gather his plunder.
  T ey'd all be food for the sharks this time tomorrow. 
  
  134
  Bram Rothwell (level 8)
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 8)
  Background Sailor
  Occupation Slaver
  Armor Class 16 (Breastplate)
  Hit Points  76 (8d10+24)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +8 Constitution +6
  Skills  Athletics +8, Intimidation +5, Perception +2, Survival +2, 
  Navigator's Tools, Water Vehicles
  Senses Passive Perception 12
  Languages Common, Orcish
  Challenge 4 (1,100 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 8 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Bram can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Bram scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  Actions
  Extra Attack. Bram can attack twice with each Attack action.
  Two-Weapon Fighting. When Bram makes an attack with his 
  main-hand Cutlass, he may also attack with his of -hand Cutlass as 
  a bonus action.
  Cutlass. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage
  Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 f ., one 
  creature. Hit: 7 (1d10+2) piercing damage
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 10gp, 42sp, Signet Ring (5gp)
  Bram in Your Game
  While Bram is a villainous character, he is not a fool; if the party 
  have coin to of er, he may legitimately of er his services, and his 
  vessel, to transport them across the sea. If the party discover 
  the slaves he is transporting in the lower decks, that’s another 
  issue…
  Quest Hook. A very drunk Bram of ers the party a place in 
  his crew, perhaps letting a little too much slip about the nature 
  of his slaving racket. Do the party accept the coin, taking the 
  opportunity to take his operation down from the inside, or does 
  a battle with his eager new recruits ensue? An evil party might 
  even be persuaded to legitimately accept his of er, though they 
  may get more than they bargained for...
  
  135
  Bram Rothwell (level 12)
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 12)
  Background Sailor
  Occupation Slaver
  Armor Class 17 (Breastplate)
  Hit Points 124 (12d10+48)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +9 Constitution +8
  Skills  Athletics +9, Intimidation +6, Perception +3, Survival +3, 
  Navigator's Tools, Water Vehicles
  Senses Passive Perception 13
  Languages Common, Orcish
  Challenge 6 (2,300 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Bram adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 12 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Bram can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Improved Critical. Bram scores critical hits on rolls of 19 and 20.
  Remarkable Athlete. Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  Indomitable. Once per day, Bram can reroll a failed saving 
  throw. Once he expends all uses of this feature he must f nish a 
  short or long rest before using it again.
  Actions
  Extra Attack. Bram can attack three times with each Attack action.
  Two-Weapon Fighting. When Bram makes an attack with his 
  main-hand Cutlass, he may also attack with his of -hand Cutlass as 
  a bonus action.
  Cutlass. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage
  Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 
  f ., one creature. Hit: 7 (1d10+2) piercing damage 
  f ., one creature. Hit: 7 (1d10+2) piercing damage 
  f ., one creature. Hit: 7 (1d10+2) piercing damage 
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 3pp, 10gp, 50sp, Signet Ring (5gp)
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  Bram scores critical hits on rolls of 19 and 20.
   Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  throw. Once he expends all uses of this feature he must f nish a 
  A good stock gathered from the ﬂ oating 
  market:
  11 dwarves, 8 elves, and 13 men. 
  The dwarves should fetch a good price with 
  Brabus, and Annak is always looking for 
  elven ﬁ ghters. 
  Less 1 dwarf already after he saw ﬁ t to 
  speak out of turn. Shaved, beaten, and 
  hanged from the yardarm - should  
  discourage further bouts of foolishness and 
  loss of merchandise. 
  
  136
  Bram Rothwell (level 16)
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 16)
  Background Sailor
  Occupation Slaver
  Armor Class 17 (Breastplate)
  Hit Points 180 (16d10+80)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +10 Constitution +10
  Skills  Athletics +10, Intimidation +7, Perception +4, Survival +4, 
  Navigator's Tools, Water Vehicles
  Senses Passive Perception 14
  Languages Common, Orcish
  Challenge 7 (2,900 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Bram adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Bram can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Superior Critical. Bram scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  Indomitable. Twice per day, Bram can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Actions
  Extra Attack. Bram can attack three times with each Attack action 
  Two-Weapon Fighting. When Bram makes an attack with his 
  main-hand Cutlass, he may also attack with his of -hand Cutlass as 
  a bonus action.
  Cutlass. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage
  Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 f ., one 
  creature. Hit: 7 (1d10+2) piercing damage
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 4pp, 20gp, 75sp, Signet Ring (5gp)
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  Bram scores critical hits on rolls of 18 – 20.
   Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  throw. Once he expends all uses of this feature, he must f nish a 
  
  137
  Bram Rothwell (level 20)
  Medium Humanoid (Human), Chaotic Evil
  Class Fighter (lvl 20)
  Background Sailor
  Occupation Slaver
  Armor Class 17 (Breastplate)
  Hit Points 224 (20d10+80)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  20 (+5)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving T rows Strength +11 Constitution +11
  Skills  Athletics +11, Intimidation +10, Perception +5, Survival +5, 
  Navigator's Tools, Water Vehicles
  Senses Passive Perception 15
  Languages Common, Orcish
  Challenge 9 (5,000 XP)
  Ship's Passage. Bram can secure free passage on a ship for 
  himself and his companions.
  Fighting Style (Two-Weapon Fighting). Bram may add his 
  ability modif er to damage rolls with his of  and weapon.
  Fighting Style (Defense). Bram adds +1 to his AC when 
  wearing armor.
  Second Wind. On his turn Bram can use a bonus action to 
  regain 1d10 + 20 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on his turn, Bram can take one 
  additional action on top of his regular action and a possible 
  bonus action. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Superior Critical. Bram scores critical hits on rolls of 18 – 20.
  Remarkable Athlete. Bram can add half his prof ciency bonus 
  (rounded up) to any Strength, Dexterity, or Constitution check 
  that doesn’t already use his prof ciency bonus. Additionally, the 
  distance Bram covers with a running long jump increases by 5 f .
  Indomitable. T ree times per day, Bram can reroll a failed 
  saving throw. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Survivor. At the beginning of each of his turns, if Bram has less 
  than half of his hit points remaining, he regains 10 hit points. He 
  does not gain this benef t if he has 0 hit points.
  Actions
  Extra Attack. Bram can attack four times with each Attack action 
  Two-Weapon Fighting. When Bram makes an attack with his 
  main-hand Cutlass, he may also attack with his of -hand Cutlass as 
  a bonus action.
  Cutlass. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d6 + 5) slashing damage
  Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 f ., one 
  creature. Hit: 7 (1d10+2) piercing damage
  Weapons, Armor & Items
  Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2 
  Pistols, 10 Shot, 10pp, 50gp, 100sp, Signet Ring (5gp)
  
  138
  Erdan Liandon
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 1)
  Background Charlatan
  Occupation Con Artist
  Armor Class 14 (Leather)
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Deception +7, Insight +6, Perception +4, Persuasion +5, 
  Sleight  of Hand +5, Stealth +5, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 14
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he 
  has seen an example of the kind of document or a sample of 
  the handwriting. 
  Expertise (Deception and Insight). Erdan adds 
  double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+1d6). Once per turn, Erdan can 
  deal an extra 1d6 damage to one creature he hits 
  with an attack if he has advantage on the attack 
  roll. T e attack must use a f nesse or ranged 
  weapon. He doesn’t need advantage on the attack 
  roll if another enemy of the target is within 5 feet of 
  it, that enemy isn’t incapacitated, and he doesn’t have 
  disadvantage on the attack roll.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., 
  one creature. Hit: 8 (1d8 + 3) piercing damage.
  Overview
  Erdan lives his life to the fullest and doesn’t 
  give much consideration to the feelings of 
  others. He has always been good looking and, 
  being a half elf, is an exotic f ing for many human women 
  of high status. Born the bastard of the youngest daughter 
  of a once-noble family (whose name had long-since 
  lost its power), his father was an elven vagabond more 
  comely than faithful or honorable
  Erdan grew up to be cut from the same cloth as the father 
  he never knew. He is what many folk call a ‘con artist’ and 
  always has some nefarious activity in some state of planning 
  or execution. His most commonly used con is posing as a noble 
  from an obscure family in a distant land, paying people to spread 
  rumors of his new identity to add legitimacy to his claims. T en he 
  works his way into noble families in various ways, usually starting 
  with a proposition of marriage. T e lord of the land can’t resist the 
  opportunity to marry one of his daughters of  to the son of a more 
  powerful house, and therefore enhance his own position. Erdan is 
  welcomed in and given his pick. T en one day, without warning, 
  he vanishes without a trace, undoubtedly heavily burdened with 
  coins and valuable heirlooms. 
  Erdan was never formally trained in swordplay, but he’s picked 
  up a few tricks. What he lacks in strength he makes up for with 
  intelligence and charisma. He can of en talk his way out of conf ict 
  but will not hesitate to strike at the most opportune moment.
  Personality Traits
  “I’ve never felt a love like this before...” Erdan falls in and out of 
  love with the waxing and waning of the moon. He is a shameless 
  f irt and is not afraid to compliment women and make them feel 
  like goddesses. He can deceive even the most suspicious of folk, 
  and convince them that he is not only honorable, but trustworthy 
  as well.
  Ideals
  “T ey should look out for themselves. I know I do.” He is 
  self sh and only ever looks out for number one, feeling that 
  sticking your neck out for someone else is foolish. 
  Bonds
  “How many beautiful, illegitimate children must 
  be running around the halls of noble houses? Do 
  you know, I’ve quite lost count.” Erdan has run 
  out of cities to hide in. He secretly desires to one 
  day restore honor to his family name and reinstate 
  their noble status.
  Flaws
  “I’m in the hunt for the chase, not the kill.” He’s always 
  in debt, spending his ill-gotten gains faster than he can 
  collect them. He can’t resist running a con if it means 
  even the smallest pay-of . For him, the excitement of 
  the con is more rewarding than the wealth it may 
  render, which has sometimes caused him to lose 
  focus on why he’s doing what he’s doing.
  Roleplaying Erdan
  Erdan is always bouncing from one lie to another. He has 
  an extremely good memory and can weave together inf nitely 
  complex stories while keeping track of each detail.
  He plans and executes cons out of a general desire for mischief 
  and excitement. T e fringe benef ts of romancing beautiful 
  women certainly don’t hurt...
  He will always try to talk his way out of a f ght, and when 
  diplomacy fails, he will run. He may be manipulative, but he’s 
  not stupid. 
  “I’ve never been much of a nobleman,
  but if someone were to mistake me for one,
  I wouldn’t blame them.”
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 8gp, 6sp, Fine Tooled Leather Gloves (5gp)
  
  139
  Erdan Liandon (level 4)
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 4)
  Background Charlatan
  Occupation Con Artist
  Armor Class 14 (Leather)
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Deception +8, Insight +6, Perception +4, Persuasion +6, 
  Sleight  of Hand +5, Stealth +5, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 14
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 1 (200 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception and Insight). Erdan adds double his 
  prof ciency bonus to skill checks he has expertise with.
  Sneak Attack (+2d6). Once per turn, Erdan can deal an extra 
  2d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Erdan has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Actions
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 15gp, 26sp, Fine Tooled Leather Gloves 
  (5gp)
  In the Henhouse
   “T is house, although undiminished in spirit, will soon be 
  great in stature once again, thanks to our imminent joining in 
  matrimony with House Liandon…”
  Erdan politely smiled and tipped his head to the blustering oaf at 
  the head of their table. T e ‘venerable’ head of House T orne. A 
  red-faced fool, and far from the richest fool at that. Why in all the 
  hells was he here, anyway?
  T e slender foot brushing his calf brought the reason sharply 
  into focus. Pretty, witty Elsie T orne. He did his best not to 
  acknowledge her when her father looked directly at him but it was 
  dif  cult. Elsie was certainly an amusing (and energetic) diversion. 
  He’d have to have a word in her ear later. Several words in fact…
   “…I hope that as our houses grow in mutual prosperity, so too 
  do they grow in af ection...”
  Erdan’s attention was drawn away from Elsie and onto the hand 
  traveling up his inner thigh, belonging to the beautiful Seraphina 
  T orne, his betrothed, though her face remained cordially 
  impassive. Seraphina was more outwardly proper than her wildcat 
  of a younger sister. T eir engagement had been one of solemn, 
  chaperoned strolls in the gardens and respectable goodnight kisses 
  on the hand, but Erdan knew that, jealous of her sister’s carefree 
  wantonness, she hid a desperate passion she hoped Erdan would 
  satisfy. Her caresses made promises she clearly thought he’d never 
  known before, the naive little thing.
   “As we restore this family to its former glory, let us not forget…”
   Erdan glanced towards the end of the table and House T orne’s 
  matriarch, Lady Hortensia – middle-aged, but still elegant, assured, 
  and…supple – cocked an eyebrow. Clearly she thought this small 
  gesture all that was needed to captivate his attention, and she wasn’t 
  far of ; a less-experienced man would have easily (and happily) 
  succumbed. Erdan was happy to indulge the power fantasy she 
  believed she had over him, and was enjoying himself immensely.
   “Wouldn’t you agree, Erdan?” T e lord of the manor had clearly 
  built himself up to a suf  cient head of steam, and now expected his 
  hollow boasts to be conf rmed. 
  T ere was a pregnant pause, as Erdan realized he hadn’t heard a 
  word the old buf oon had been blathering on about. 
   “Of course, my lord,” he said, non-commitally, raising his wine 
  glass. T is seemed to be met with the desired ef ect, and Lord 
  T orne chuckled knowingly.
  As all three women shot him what each thought was a secret smile, 
  Erdan smirked inwardly. Fathers were easy; it was everyone else you 
  had to worry about.
  
  140
  Erdan Liandon (level 8)
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 8)
  Background Charlatan
  Occupation Con Artist
  Armor Class 14 (Leather)
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +6, Intelligence +5
  Skills Deception +11, Insight +8, Perception +5, Persuasion +11, 
  Sleight  of Hand +6, Stealth +9, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 15
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 2 (450 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, and Stealth). 
  Erdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Erdan can deal an extra 
  4d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Erdan has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Uncanny Dodge. When Erdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Erdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 25gp, 35sp, Fine Tooled Leather Gloves 
  (5gp)
  Erdan in Your Game
  Erdan’s dual life means he could either be encountered at a 
  noble’s dinner table, or crudely boasting about his conquests 
  in a seedy tavern. Unless they are obviously wealthy, Erdan 
  will probably show little interest in the party; he will simply be 
  another drunken bore. 
  If a player character has a noble background, it is entirely 
  possible they will recognize him from a previous event. Perhaps 
  he was even previously engaged to an acquaintance, but the 
  wedding never went ahead as planned.
  Quest Hook. A wealthy family’s son-in-law to-be has apparently 
  been kidnapped. T e party are hired to track him down and 
  bring him home. What the family doesn’t know is that they have 
  been the victim of one of Erdan’s cons, who lef  evidence of a 
  break-in to cover his disappearance, and is currently enjoying 
  his spoils. Will the party bring him to justice, or accept his 
  generous of er of payment to deliver the news of his ‘untimely 
  death’? 
  
  141
  Erdan Liandon (level 12)
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 12)
  Background Charlatan
  Occupation Con Artist
  Armor Class 15 (Leather)
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +8, Intelligence +6
  Skills Deception +13, Insight +10, Perception +6, Persuasion +13, 
  Sleight  of Hand +6, Stealth +12, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 16
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 3 (700 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, and Stealth). 
  Erdan adds double his prof ciency bonus to skill checks he has 
  expertise with..
  Sneak Attack (+6d6). Once per turn, Erdan can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Erdan has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Uncanny Dodge. When Erdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Erdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Erdan can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Erdan makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Actions
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 9 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 45gp, 80sp, Fine Tooled Leather Gloves 
  (5gp)
  L
  e  i  b  k o n t a  t i  ma , m  
  L
  e  i  b  k o n t a  t i  ma , m  
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  Ls n a d h i  Erda , i  i  n e  o  
  L
  e  i  b  k o n t a  t i  ma , m  
  s n a d h i  Erda , i  i  n e  o  
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  L
  e  i  b  k o n t a  t i  ma , m  
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  L
  e  i  b  k o n t a  t i  ma , m  
  L
  a w fe. 
  To  l n  h s h  sq a d r d h s m n y 
  o  t i ke s fo  t e objec s o  h s  
  fa cy, a d t ro i g l vi h p r i s fo  
  o  t i ke s fo  t e objec s o  h s  
  fa cy, a d t ro i g l vi h p r i s fo  
  o  t i ke s fo  t e objec s o  h s  
  t e r c m a i n . 
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  w t  h s e, I a  p ep r d t  s t l  
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  Elda  Li n o  
  Lo d o  Cr g olm 
  
  142
  Erdan Liandon (level 16)
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 16)
  Background Charlatan
  Occupation Con Artist
  Armor Class 16 (Leather)
  Hit Points 83 (16d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Intelligence +7, Wisdom +7
  Skills Deception +15, Insight +12, Perception +7, Persuasion +15, 
  Sleight  of Hand +10, Stealth +15, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 17
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 4 (1,100 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, and Stealth). 
  Erdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Erdan can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Erdan has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Uncanny Dodge. When Erdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Erdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Erdan can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Erdan makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Impostor. Erdan can f awlessly mimic another person’s speech, 
  writing, and behavior if he spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. He has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Erdan is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Actions
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 90gp, 150sp, Fine Tooled Leather Gloves 
  (5gp)
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  Expertise (Deception, Insight, Persuasion, and Stealth).
  Erdan adds double his prof ciency bonus to skill checks he has 
  Once per turn, Erdan can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  Erdan has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  When Erdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
   When Erdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 90gp, 150sp, Fine Tooled Leather Gloves 
  (5gp)
  
  143
  Erdan Liandon (level 20)
  Medium Humanoid (Half Elf), Lawful Evil
  Class Rogue (lvl 20)
  Background Charlatan
  Occupation Con Artist
  Armor Class 16 (Leather)
  Hit Points 103 (20d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  20 (+5)
  Saving T rows Dexterity +11, Intelligence +8, Wisdom +9
  Skills Deception +17, Insight +15, Perception +9, Persuasion +17, 
  Sleight  of Hand +11, Stealth +17, Disguise Kit, Forgery Kit
  Senses Dark Vision 60f ., Passive Perception 19
  Languages Common, Elven, Draconic, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Fey Ancestry. Erdan has advantage on saving throws against 
  being charmed and magic can’t put him to sleep.
  False Identity. Erdan has created a second identity, including 
  relevant documents, contacts and disguises. In addition, he 
  can forge documents and mimic handwriting as long as he has 
  seen an example of the kind of document or a sample of the 
  handwriting. 
  Expertise (Deception, Insight, Persuasion, and Stealth). 
  Erdan adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Erdan can deal an extra 
  10d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Erdan can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Erdan has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  he hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Erdan is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Erdan is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Erdan can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Erdan makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Impostor. Erdan can f awlessly mimic another person’s speech, 
  writing, and behavior if he spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. He has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Erdan is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Death Strike. When Erdan hits a surprised target, it must make 
  a Constitution saving throw, DC 19, or take double damage from 
  the attack.
  Elusive. No attack rolls against Erdan can have advantage as 
  long as he’s not incapacitated.
  Stroke of Luck. If Erdan’s attack misses a target within range, 
  he can turn the miss into a hit. Alternatively, if he fails an ability 
  check, he can treat the d20 roll as a 20. Once he uses this feature 
  he cannot use it again until he f nishes a short or long rest.
  Actions
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), 
  Enhanced Forger’s Kit, 200gp, 230sp, Fine Tooled Leather Gloves 
  (5gp)
  
  144
  Garrin Ashcopse
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 1)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 9 (1d8+1)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving T rows Wisdom +3, Charisma +5
  Skills Arcana +4, Deception +5, Religion +4, Stealth +2, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 1/2 (100 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability 
  check, or saving throw, he can reroll the die and must use 
  the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the 
  space of any creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide 
  even when he is obscured only by a creature that 
  is at least one size larger than him.
  Criminal Contact. Garrin has a contact 
  in the criminal network, and can send and 
  receive messages to them through various 
  means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his 
  spellcasting ability (Spell Save DC 13, +5 
  to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Eldrich Blast, Poison Spray
  1st level, 1/day: Burning Hands, Hellish Rebuke.
  Otherworldly Patron (T e Fiend). Garrin’s 
  f endish patron gives him access to the spells 
  Burning Hands and Command.
  Dark One’s Blessing. When Garrin reduces a 
  hostile creature to 0 hit points, he gains 4 temporary hit points.
  Actions
  Dagger Melee Weapon Attack: +2 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Overview
  Garrin Ashcopse was a devoted husband to his wife Filna, and 
  a loving father to their six children. T at man has not been seen 
  since Filna’s death giving birth to their seventh. Unable to come to 
  terms with her loss, Garrin disappeared for years and returned…
  changed. 
  Gone was any warmth in the man, any humor or forgiveness. 
  His children mourned his loss, even as they feared what he had 
  become. T ey are now unwilling pawns in Garrin’s criminal 
  enterprise, collecting for him any items of magical power they can 
  get their hands on to an end they know better than to ask about.
  What they do not know is that Garrin is little more than a pawn 
  himself, a puppet dancing to the whims of T e Voice; a demonic 
  maelstrom of threats, mocking laughter and half-remembered 
  promises plaguing Garrin’s psyche. What is lef  of Garrin is almost 
  certain T e Voice is lying when it claims the items are for a device 
  to return Filna from the dead but, for a man as desperate and 
  broken as Garrin, “almost certain” is not certain enough. 
  Garrin has the face of a man who sees nightmares on a regular 
  basis. His weight has dropped quickly and he appears sunken as 
  a result. His eyes are surrounded by deep grey bags and rimmed 
  with red. When his anger f ares, it might be possible to notice his 
  eyes shif  to a f ery hue.
  Personality Traits
  “Disobey me, you’re dead. Laugh at me, you’re dead. Look 
  at me funny... you getting the picture?” Garrin is a hard 
  taskmaster and expects absolute and unwavering loyalty. No 
  shortcomings will be tolerated or forgiven, even in his 
  own kin.
  Ideals
  “If I can please T e Voice, perhaps the dreams will 
  stop.” Sometimes It promises power for success, 
  sometimes only pain for failure. Either way, 
  servitude is the only way Garrin can survive.
  Bonds
  “T e Voice is... demanding.” Garrin hates T e 
  Voice in his head, but he fears it even more. It’s 
  broken him down into an instrument which 
  heeds only It. 
  Flaws
  “I WILL NOT BE MOCKED!” Garrin’s 
  nightmares are f lled with manic laughter. 
  Even the merest threat of laughter in the 
  waking world f lls him with paranoia and fury. 
  Roleplaying Garrin
  Garrin Ashcopse is entirely beref  of humor 
  or compassion. All that matters to him is the 
  procurement of magical items, and anyone who interferes with 
  this goal will face the inferno. Insecure and temperamental, he 
  will f are up at the smallest slight, keeping his children constantly 
  deferential and fearful. In combat, he is fearless and wrathful, 
  focusing mercilessly on any who have provoked his rage. 
  “T ink I’m funny, eh? Let’s see how much you’re laughing when 
  you’re smeared against the walls!”
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 5gp
  
  145
  Garrin Ashcopse (level 4)
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 4)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 27 (4d8+4)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  18 (+4)
  Saving T rows Wisdom +3, Charisma +6
  Skills Arcana +4, Deception +6, Religion +4, Stealth +2, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 1 (200 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the space of any 
  creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells: 
  Cantrips: Blade Ward, Eldrich Blast, Poison Spray
  2nd level, 2/day: Armor of Agathys , Burning Hands, 
  Command, Hellish Rebuke, Scorching Ray.
  Otherworldly Patron (T e Fiend). Garrin’s f endish patron 
  gives him access to the spells Burning Hands and Command.
  Dark One’s Blessing. When Garrin reduces a hostile creature to 
  0 hit points, he gains 9 temporary hit points.
  Pact of the Blade (Flail).  Garrin can use his action to create a 
  pact weapon in a free hand. He is prof cient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  or if he dismisses it (no action required).  
  Agonizing Blast. Garrin adds +4 damage to his Eldrich Blast 
  spells on a hit.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Actions
  Dagger Melee Weapon Attack: +2 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Pact Flail. Melee Weapon Attack: +2 to hit, reach 5f , one creature. 
  Hit: 5 (1d8 + 0) bludgeoning damage .
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 10gp
  One For Sorrow
  One for sorrow, two for joy, three for a girl, and four for a boy. Five 
  for silver, six for gold, and seven for a secret never to be told. 
  T e childhood rhyme rattled around his head as he found himself 
  across the clearing from the six magpies perched patiently around 
  the corpse. T e seventh, feathers and beak smeared with gore, 
  chattered at him from the entrails.  
  T ey watched him calmly as he approached. Gently, he turned 
  the corpse’s face to him. Her lips were slightly parted, as if she was 
  merely sleeping. Beneath her lids, Garrin thought he saw a tiny 
  f icker of her eyes. Almost imperceptible. So familiar... He reached 
  out towards her.
  Shattering his silent hope, a harsh, bubbling vomit of laughter. 
  T e birds took f ight, a storm of black and white and iridescence 
  dissolving into thick smoke which whirled around him like a 
  restless, roiling sea. Enveloped in inky blackness, he groped 
  blindly, and found nothing. T ere was no up, no down; only 
  darkness in all directions. 
  As he lost hope, a dim light began to form, like the moon behind 
  cloud. Gradually, it took on shape; a woman. Her. He stumbled 
  forward desperately, arms outstretched, and embraced... nothing. 
  T e air was alive once more with wings and claws and beaks. A 
  maelstrom of chattering birds tore at him, ripping his face, his 
  hands, his eyes. He was driven on his knees to the foot of a bed, that 
  bloodstained bed. A baby howled into a grave silence. No, not again. 
   “Filna,” he murmured. 
  When he awoke, he’d forgotten her face. 
  Outside, a magpie chattered. In the depths of his mind, a fresh peal 
  of laughter.
  
  146
  Garrin Ashcopse (level 8)
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 8)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 51 (8d8+8)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Wisdom +4, Charisma +8
  Skills Arcana +5, Deception +8, Religion +5, Stealth +3, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 3 (700 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the space of any 
  creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Eldrich Blast, Poison Spray
  4th level, 2/day: Armor of Agathys, Burning Hands, Command, 
  Fireball, Fire Shield, Hellish Rebuke, Scorching Ray, Stinking 
  Cloud, Wall of Fire.
  Otherworldly Patron (T e Fiend). Garrin’s f endish patron 
  gives him access to the spells Burning Hands and Command.
  Dark One’s Blessing. When Garrin reduces a hostile creature to 
  0 hit points, he gains 13 temporary hit points.
  Pact of the Blade (Flail).  Garrin can use his action to create a 
  pact weapon in a free hand. He is prof cient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  or if he dismisses it (no action required).  
  Dark One’s Own Luck. When Garrin makes an ability check or 
  a saving throw, he may add a d10 to the roll. He can do so af er 
  the initial roll but before determining success or failure. Once he 
  uses this feature, he cannot use it again until he f nishes a short 
  or long rest.
  Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast 
  spells on a hit.
  Eldrich Sight. Garrin can cast Detect Magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Actions
  T irsting Blade. Garrin can attack twice with his Pact Flail with 
  each Attack action
  Pact Flail. Melee Weapon Attack: +3 to hit, reach 5f , one creature. 
  Hit: 5 (1d8 + 0) bludgeoning damage .
  Dagger Melee Weapon Attack: +3 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 15gp
  Garrin in Your Game
  Consumed as he is with gathering magical items, Garrin has 
  no real reason to take interest in the party unless they interfere 
  with his plans. He could however, through representatives, take 
  on the role of a patron, sending the party out to collect items 
  for him, whether that’s a dungeon delve or a trade negotiation. 
  Should the party get on the wrong side of him though (which 
  is an easy thing to do, given his temperament), Garrin is a 
  fearsome and unstable adversary who will stop at nothing to get 
  even. 
  Quest Hook. Garrin wants an artefact recovered from a tief ing 
  thief who stole it from his quarters in the dead of night. He has 
  enough of a description for the player characters to eventually 
  track down Criella (p. 26), but will they be able, or even willing, 
  to take her treasured key before she evades capture again?  
  
  147
  Garrin Ashcopse (level 12)
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 12)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 75 (12d8+12)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  16 (+3)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Wisdom +5, Charisma +9
  Skills Arcana +7, Deception +9, Religion +7, Stealth +4, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 5 (1,800 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the space of any 
  creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike
  5th level, 3/day: Armor of Agathys, Burning Hands, Command, 
  Fireball, Fire Shield, Flame Strike, Hellish Rebuke, Scorching 
  Ray, Scrying, Stinking Cloud, Wall of Fire.
  Otherworldly Patron (T e Fiend). Garrin’s f endish patron 
  gives him access to the spells Burning Hands and Command.
  Dark One’s Blessing. When Garrin reduces a hostile creature to 
  0 hit points, he gains 17 temporary hit points.
  Pact of the Blade (Flail).  Garrin can use his action to create a 
  pact weapon in a free hand. He is prof cient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  or if he dismisses it (no action required).  
  Dark One’s Own Luck. When Garrin makes an ability check or 
  a saving throw, he may add a d10 to the roll. He can do so af er 
  the initial roll but before determining success or failure. Once he 
  uses this feature, he cannot use it again until he f nishes a short 
  or long rest.
  Fiendish Resilience. When Garrin f nishes a long or short 
  rest, he may choose a damage type. He gains resistance to that 
  damage type until he chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Mystic Arcanum (Mass Suggestion). Garrin may cast Mass 
  Suggestion as a 6th level spell once per day without expending a 
  spell slot.
  Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast 
  spells on a hit.
  Eldrich Sight. Garrin can cast Detect Magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Lifedrinker. When Garrin hits a creature with his pact weapon, 
  it takes 5 Necrotic damage
  Repelling Blast. When Garrin hits a creature with Eldrich Blast, 
  he can push the target up to 10f  away
  Actions
  T irsting Blade. Garrin can attack twice with his Pact Flail with 
  each Attack action
  Pact Flail. Melee Weapon Attack: +4 to hit, reach 5f , one creature. 
  Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage
  Dagger Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 20gp
  obscured only by a creature that is at least one size larger than him.
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  Armor of Agathys, Burning Hands, Command, 
   When Garrin reduces a hostile creature to 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  When Garrin makes an ability check or 
  the initial roll but before determining success or failure. Once he 
  Hit: 3 (1d4 + 0) piercing damage.
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 20gp
  
  148
  Garrin Ashcopse (level 16)
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 16)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 99 (16d8+16)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  18 (+4)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Wisdom +6, Charisma +10
  Skills Arcana +9, Deception +10, Religion +9, Stealth +5, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 6 (2,300 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the space of any 
  creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike.
  5th level, 4/day: Armor of Agathys, Burning Hands, Command, 
  Fear, Fireball, Fire Shield, Flame Strike, Hellish Rebuke, 
  Scorching Ray, Scrying, Stinking Cloud, Vampiric Touch, Wall 
  of Fire.
  Dark One’s Blessing. When Garrin reduces a hostile creature to 
  0 hit points, he gains 21 temporary hit points.
  Pact of the Blade (Flail).  Garrin can use his action to create a 
  pact weapon in a free hand. He is prof cient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  or if he dismisses it (no action required).  
  Dark One’s Own Luck. When Garrin makes an ability check or 
  a saving throw, he may add a d10 to the roll. He can do so af er 
  the initial roll but before determining success or failure. Once he 
  uses this feature, he cannot use it again until he f nishes a short 
  or long rest.
  Fiendish Resilience. When Garrin f nishes a long or short 
  rest, he may choose a damage type. He gains resistance to that 
  damage type until he chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Mystic Arcanum (Mass Suggestion, Forcecage, Feeblemind). 
  Garrin may cast Mass Suggestion as a 6th level spell, Forcecage 
  as a 7th level spell, and Feeblemind as an 8th level spell once per 
  day without expending a spell slot.
  Hurl through Hell. When Garrin hits a creature with an attack, 
  he can instantly teleport that creature through the lower planes. 
  T e creature disappears and hurtles through a nightmarish 
  landscape. At the end of Garrin’s next turn, the target returns 
  to the space it previously occupied or the nearest unoccupied 
  space. If the target is not a f end it takes 60 (10d10) psychic 
  damage as it reels from its horrif c experience. Once he uses this 
  feature, he cannot use it again until he f nishes a long rest.
  Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast 
  spells on a hit.
  Eldrich Sight. Garrin can cast Detect Magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Lifedrinker. When Garrin hits a creature with his pact weapon, 
  it takes 5 Necrotic damage
  One with Shadows. When Garrin is in an area of dim light 
  or darkness, he can use his action to become invisible until he 
  moves or takes an action or reaction.
  Repelling Blast. When Garrin hits a creature with Eldrich Blast, 
  he can push the target up to 10f  away
  Actions
  T irsting Blade. Garrin can attack twice with his Pact Flail with 
  each Attack action
  Pact Flail. Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage.
  Dagger Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 25gp
  
  149
  Garrin Ashcopse (level 20)
  Small Humanoid (Lightfoot Half ing), Chaotic Evil
  Class Warlock (lvl 20)
  Background Criminal
  Occupation Crime Baron
  Armor Class 13 (Std. Leather)
  Hit Points 123 (20d8+20)
  Speed 25 f .
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  13 (+1)
  INT
  20 (+5)
  WIS
  12 (+1)
  CHA
  20 (+5)
  Saving T rows Wisdom +7, Charisma +11
  Skills Arcana +11, Deception +11, Religion +11, Stealth +6, 
  Dragonchess, T ieves’ Tools
  Senses Passive Perception 11
  Languages Common, Half ing
  Challenge 7 (2,900 XP)
  Lucky. When Garrin rolls a 1 on an attack roll, ability check, or 
  saving throw, he can reroll the die and must use the new roll.
  Brave. Garrin has advantage on saving throws against 
  being frightened.
  Half ing Nimbleness. Garrin can move through the space of any 
  creature that is a size larger than him.
  Naturally Stealthy. Garrin can attempt to hide even when he is 
  obscured only by a creature that is at least one size larger than him.
  Criminal Contact. Garrin has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Pact Magic. Garrin uses Charisma as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike.
  5th level, 4/day: Armor of Agathys, Burning Hands, Command, 
  Enthrall, Fear, Fireball, Fire Shield, Flame Strike, Hellish Rebuke, 
  Ray of Enfeeblement, Scorching Ray, Scrying, Stinking Cloud, 
  Vampiric Touch, Wall of Fire.
  Dark One’s Blessing. When Garrin reduces a hostile creature to 
  0 hit points, he gains 25 temporary hit points.
  Pact of the Blade (Flail).  Garrin can use his action to create a 
  pact weapon in a free hand. He is prof cient with the weapon 
  and it counts as magical for the purposes of overcoming 
  resistances and immunities. T e weapon disappears if it is more 
  than 5 f . away from Garrin for more than one minute, if he dies 
  or if he dismisses it (no action required).  
  Dark One’s Own Luck. When Garrin makes an ability check or 
  a saving throw, he may add a d10 to the roll. He can do so af er 
  the initial roll but before determining success or failure. Once he 
  uses this feature, he cannot use it again until he f nishes a short 
  or long rest.
  Fiendish Resilience. When Garrin f nishes a long or short 
  rest, he may choose a damage type. He gains resistance to that 
  damage type until he chooses a new one with this feature. 
  Damage from magical weapons or silver weapons overcomes 
  this resistance.
  Mystic Arcanum (Mass Suggestion, Forcecage, Feeblemind, 
  Power Word Kill). Garrin may cast Mass Suggestion as a 6th 
  level spell, Forcecage as a 7th level spell, Feeblemind as an 8th 
  level spell, and Power Word Kill as a 9th level spell once per day 
  without expending a spell slot.
  Hurl through Hell. When Garrin hits a creature with an attack, 
  he can instantly teleport that creature through the lower planes. 
  T e creature disappears and hurtles through a nightmarish 
  landscape. At the end of Garrin’s next turn, the target returns 
  to the space it previously occupied or the nearest unoccupied 
  space. If the target is not a f end it takes 60 (10d10) psychic 
  damage as it reels from its horrif c experience. Once he uses this 
  feature, he cannot use it again until he f nishes a long rest.
  Eldritch Master. Garrin can spend one minute entreating his 
  patron to regain all his expended spell slots from his Pact Magic 
  feature. Once he regains spells this way he must take a long rest 
  before using this ability again.
  Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast 
  spells on a hit.
  Devil’s Sight. Garrin can see in magical and non-magical 
  darkness to a distance of 120f  
  Eldrich Sight. Garrin can cast Detect Magic at will without 
  expending a spell slot.
  Eyes of the Rune Keeper. Garrin can read all writing.
  Lifedrinker. When Garrin hits a creature with his pact weapon, 
  it takes 5 Necrotic damage
  One with Shadows. When Garrin is in an area of dim light 
  or darkness, he can use his action to become invisible until he 
  moves or takes an action or reaction.
  Repelling Blast. When Garrin hits a creature with Eldrich Blast, 
  he can push the target up to 10f  away
  Actions
  T irsting Blade. Garrin can attack twice with his Pact Flail with 
  each Attack action
  Pact Flail. Melee Weapon Attack: +6 to hit, reach 5f , one creature. 
  Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage.
  Dagger Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 3 (1d4 + 0) piercing damage.
  Weapons, Armor & Items
  Ragged Fine Clothes, Studded Leather, Orb of T e Voice, Dagger, 
  Lock of Hair, 30gp
  
  150
  Ka’laera of Many Faces
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 1)
  Background Criminal
  Occupation Spy
  Armor Class 13 (Leather)
  Hit Points 8 (1d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Saving T row Dexterity +4, Intelligence +3
  Skills Acrobatics +4, Deception +7, Insight +6, Perception +4, 
  Sleight of Hand +4, Stealth +4, Dragonchess, T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Change Shape. Ka’laera can use her action to polymorph 
  into a small or medium humanoid she’s seen or back into 
  her true form. Her statistics, other than her size, are the 
  same.  Any equipment she is wearing or carrying isn’t 
  transformed. She reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface 
  thoughts of one creature within 60 feet. T e ef ect 
  can penetrate barriers, but 3 feet of wood or dirt, 
  2 feet of stone, 2 inches of metal, or a thin sheet 
  of lead blocks it. While the target is in range, 
  she can continue reading thoughts as long as her 
  concentration isn’t broken. While doing so, she 
  has advantage on Deception, Intimidation, 
  Insight, and Persuasion checks against 
  the target.
  Ambusher. Ka’Laera has advantage on 
  attack rolls against any creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the 
  criminal network, and can send and receive messages 
  to them through various means, even over 
  great distances. 
  Expertise (Deception, Insight). Ka’laera adds 
  double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+1d6). Once per turn, Ka’Laera can 
  deal an extra 1d6 damage to one creature she hits 
  with an attack if she has advantage on the attack roll. T e 
  attack must use a f nesse or ranged weapon. She doesn’t need 
  advantage on the attack roll if another enemy of the target is 
  within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t 
  have disadvantage on the attack roll.
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 f ., one 
  creature. Hit: 6 (1d6 + 2) piercing damage.
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 5 (1d4 + 2) slashing damage.
  Overview
  You have met Ka’Laera before; she was that beggar you threw a 
  coin to, the stuttering dwarven trader, the noble’s son returned 
  from his travels. She was your trusted friend, or your father, or 
  your lover. Most spies have a network—Ka’Laera is the network.  
  Ka’Laera lives to exert power over those weaker than herself and 
  revels in the destruction and humiliation of any who have wronged 
  her. She sees any attack on her employer’s interests as a personal 
  slight, and any long term plans are put on hold to systematically 
  and brutally tear apart the lives of those responsible.  
  Ka’Laera’s primary weapon is fear; she spreads rumors amongst 
  her various personas, letting it be known that she is in the city, 
  and could be anywhere. Overtime, this creates an environment of 
  paranoia, where no one truly trusts anyone, and no coordinated 
  response can be formulated for the schemes of her employer. 
  Personality Traits
  “Your life is a tool I can use. Your face is a mask I can 
  wear. Your ownership is irrelevant.” A narcissist, despite 
  spending no time in her true form, Ka’Laera’s life 
  revolves around herself. T e lives of others are 
  meaningless; the world is her plaything.  
  Ideals
  “When you look up at me from the gutter, you will 
  know that I am better than you.” Ka’Laera lives to 
  bring others down, for her boot on another’s throat 
  and that f nal barbed jibe. 
  Bonds
  “I’ll serve my master unf inchingly. As long as it serves 
  me.” Ka’Laera is talented and cruel, but she’s not a 
  planner. To truly enjoy herself, she wants someone to 
  channel her malevolence in the right direction.
  Flaws
  “Lose your power, lose me.” Ka’Laera respects and 
  serves only the wealthy, inf uential and strong. She 
  chooses employers carefully, and should they fall 
  short of her exacting standards, won’t be around to 
  pick up the pieces of their fallen empire. 
  Roleplaying Ka’laera
  When the going is good, Ka’Laera has a near fanatical loyalty 
  to her employer; she cannot be threatened, reasoned with or 
  bribed. She’d rather die than let another have power over her, 
  but if she senses weakness, compassion or is of ered a bribe, she 
  will readily give up false information (as disastrously wrong as 
  possible) and escape at the f rst opportunity.
  T ose who cross her or her employer will be attacked in the most 
  personally damaging way possible; Ka’Laera has no sense of honor, 
  and no compunctions about threatening or harming innocents if it 
  will help her get to her target.  
  “All you have lef  now are memories. Meddle in my af airs again 
  and you won’t even have those.”
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, Book of Blackmail and a False Copy, 15sp, 4gp
  
  151
  Ka’laera of Many Faces (level 4)
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 4)
  Background Criminal
  Occupation Spy
  Armor Class 13 (Leather)
  Hit Points 23 (4d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T row Dexterity +4, Intelligence +3
  Skills Acrobatics +4, Deception +8, Insight +6, Perception +4, 
  Sleight of Hand +4, Stealth +4, Dragonchess, T ieves’ Tools 
  Senses Passive Perception 14
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 1 (200 XP)
  Change Shape. Ka’laera can use her action to polymorph into 
  a small or medium humanoid she’s seen or back into her true 
  form. Her statistics, other than her size, are the same.  Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
  Ambusher. Ka’Laera has advantage on attack rolls against any 
  creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Deception, Insight). Ka’laera adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak Attack (+2d6). Once per turn, Ka’Laera can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Ka’Laera can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 2 f .
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 f ., one 
  creature. Hit: 6 (1d6 + 2) piercing damage.
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 5 (1d4 + 2) slashing damage.
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, BBook of Blackmail and a False Copy, 30sp, 8gp
  Find the Lady
   “Friends,” began Clever Ivan, “you know why we are here. We 
  have a mutual problem, and we’re only going to solve-”
   “I ain’t your friend, Ivan,” cut in Skinner.
   “Let the man speak,” said T e Smoothchin. 
  T ey were an unlikely trio; the paunchy, middle-aged man, the 
  twitchy, rapier-thin elf woman, and the beardless dwarf, leaning in 
  around the small table in the tavern’s dingy private parlor. None of 
  them had touched the food. 
   “T e face-changer. She’s a threat to our operations. All of 
  our operations,” his gaze lingered on Skinner, who met his eye 
  def antly. “If we can’t trust our men, we can’t do business, we get 
  eaten up from the inside, and the three of us end up in the gutter.”
   “What are you suggesting?”
   “I’m suggesting we work together. An alliance of sorts. Keep an 
  eye out for one another, wheedle out any... undesirables.”
   “’Keep an eye out’? T at’s your plan?” Skinner was on her feet. 
  “How about I gut you here and now for wasting my time?”
   “Calm yourself, girl.” When T e Smoothchin talked, most 
  people listened. 
   “I don’t want her watched, I want her dead,” the elf slammed 
  her dagger deep into the table, “Don’t bother me again until you’re 
  ready for a war.”
  T e remaining pair watched her leave the room in silence. 
   “You’re right, Ivan,” T e Smoothchin said, turning back, “we 
  band together or we’re wiped out separately.”
   “I couldn’t agree more,” replied Ka’Laera, as she plunged 
  Skinner’s knife between his ribs.
  Skinner’s little tantrum was expected; she would go on to decimate 
  her own gang, mad with suspicion and paranoia - Ka’Laera would 
  make sure of it. Clever Ivan would be found dead in this parlor 
  (as soon as she could move his body there) slain, it would seem, 
  by T e Smoothchin, before he too met his own ugly end. Using 
  Skinner’s knife for the dwarf was an unexpected bonus. Soon, all 
  three gangs would collapse from increasing pressure without and 
  within, and Ka’Laera could sit back and watch the curtain fall.
  Meanwhile, her employer could continue his expansion 
  unimpeded... 
  
  152
  Ka’laera of Many Faces (level 8)
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 8)
  Background Criminal
  Occupation Spy
  Armor Class 14 (Leather)
  Hit Points 43 (8d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  19 (+4)
  Saving T row Dexterity +6, Intelligence +4
  Skills Acrobatics +6, Deception +10, Insight +8, Perception +5, 
  Sleight of Hand +9, Stealth +9, Dragonchess, T ieves’ Tools 
  Senses Passive Perception 15
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 2 (450 XP)
  Change Shape. Ka’laera can use her action to polymorph into 
  a small or medium humanoid she’s seen or back into her true 
  form. Her statistics, other than her size, are the same.  Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
  Ambusher. Ka’Laera has advantage on attack rolls against any 
  creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Deception, Insight, Sleight of Hand, Stealth). 
  Ka’laera adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+4d6). Once per turn, Ka’Laera can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Ka’Laera can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 3 f .
  Uncanny Dodge. When Ka’Laera is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Ka’Laera is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 f ., one 
  creature. Hit: 7 (1d6 + 3) piercing damage.
  Sickle. Melee Weapon Attack: +6 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, Book of Blackmail and a False Copy, 60sp, 20gp
  Ka’Laera in Your Game
  Ka’Laera doesn’t have the big-picture thinking to be a main 
  adversary in a campaign, but she can be a potent secondary 
  threat nonetheless. She could be any (or all) of the NPCs in 
  a quest line that the players interact with. If her existence is 
  unknown, the players could be easily duped. If, however, they 
  are aware that anyone could potentially be the shape-changer, 
  mistrust might inf uence, or even sully, interactions. With 
  Ka’Laera around, the party should never feel entirely safe. 
  Quest Hook. During the night, one of the player characters is 
  replaced by Ka’Laera. T e character is being kept alive so she can 
  study them and perfect her performance, so it is up to the others 
  to rescue them, assuming they see through the deception. You 
  could privately talk to the player in question about Ka’Laera’s 
  motivations, adding an interesting extra dimension for the 
  player to roleplay. 
  
  153
  Ka’laera of Many Faces (level 12)
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 12)
  Background Criminal
  Occupation Spy
  Armor Class 15 (Leather)
  Hit Points 63 (12d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  19 (+4)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  20 (+5)
  Saving T row Dexterity +8, Intelligence +5
  Skills Acrobatics +8, Deception +13, Insight +10, Perception +6, 
  Sleight of Hand +12, Stealth +12, Dragonchess, T ieves’ Tools 
  Senses Passive Perception 16
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 3 (700 XP)
  Change Shape. Ka’laera can use her action to polymorph into 
  a small or medium humanoid she’s seen or back into her true 
  form. Her statistics, other than her size, are the same.  Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
  Ambusher. Ka’Laera has advantage on attack rolls against any 
  creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Deception, Insight, Sleight of Hand, Stealth). 
  Ka’laera adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+6d6). Once per turn, Ka’Laera can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Ka’Laera can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 4 f .
  Uncanny Dodge. When Ka’Laera is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Ka’Laera is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ka’Laera has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Ka’Laera makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 f ., one 
  creature. Hit: 8 (1d6 + 4) piercing damage.
  Sickle. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d4 + 4) slashing damage.
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, Book of Blackmail and a False Copy, 80sp, 50gp
  153
  equipment she is wearing or carrying isn’t transformed. She 
   Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
   Ka’Laera has advantage on attack rolls against any 
  Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  Expertise (Deception, Insight, Sleight of Hand, Stealth). 
  Ka’laera adds double her prof ciency bonus to skill checks she 
  Once per turn, Ka’Laera can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
   On her turn, as a bonus action, Ka’Laera can 
  Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
   Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  When Ka’Laera is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Ka’Laera is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  
  154
  Ka’laera of Many Faces (level 16)
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 16)
  Background Criminal
  Occupation Spy
  Armor Class 16 (Leather)
  Hit Points 83 (16d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  15 (+2)
  CHA
  20 (+5)
  Saving T row Dexterity +10, Intelligence +6, Wisdom +7
  Skills Acrobatics +10, Deception +15, Insight +12, Perception 
  +7, Sleight of Hand +15, Stealth +15, Dragonchess, 
  T ieves’ Tools 
  Senses Passive Perception 17
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Change Shape. Ka’laera can use her action to polymorph into 
  a small or medium humanoid she’s seen or back into her true 
  form. Her statistics, other than her size, are the same.  Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
  Ambusher. Ka’Laera has advantage on attack rolls against any 
  creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Deception, Insight, Sleight of Hand, Stealth). 
  Ka’Laera adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+8d6). Once per turn, Ka’Laera can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Ka’Laera can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Ka’Laera is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Ka’Laera is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ka’Laera has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Ka’Laera makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Ka’Laera ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Ka’Laera is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet 
  of her.
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Sickle. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, Book of Blackmail and a False Copy, 150sp, 130gp
  
  155
  Ka’laera of Many Faces (level 20)
  Medium Monstrosity (Shapechanger), Neutral Evil
  Class Rogue (lvl 20)
  Background Criminal
  Occupation Spy
  Armor Class 16 (Leather)
  Hit Points 103 (20d8+0)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  17 (+3)
  CHA
  20 (+5)
  Saving T row Dexterity +11, Intelligence +7, Wisdom +9
  Skills Acrobatics +11, Deception +17, Insight +15, Perception 
  +9, Sleight of Hand +17, Stealth +17, Dragonchess, 
  T ieves’ Tools 
  Senses Passive Perception 19
  Languages Common, Elven, Dwarven, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Change Shape. Ka’laera can use her action to polymorph into 
  a small or medium humanoid she’s seen or back into her true 
  form. Her statistics, other than her size, are the same.  Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Read T oughts. Ka’laera can read the surface thoughts of one 
  creature within 60 feet. T e ef ect can penetrate barriers, but 
  3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target is in range, she 
  can continue reading thoughts as long as her concentration 
  isn’t broken. While doing so, she has advantage on Deception, 
  Intimidation, Insight, and Persuasion checks against the target.
  Ambusher. Ka’Laera has advantage on attack rolls against any 
  creature she has surprised.
  Criminal Contact. Ka’Laera has a contact in the criminal 
  network, and can send and receive messages to them through 
  various means, even over great distances. 
  Expertise (Deception, Insight, Sleight of Hand, Stealth). 
  Ka’Laera adds double her prof ciency bonus to skill checks she 
  has expertise with.
  Sneak Attack (+10d6). Once per turn, Ka’Laera can deal an 
  extra 10d6 damage to one creature she hits with an attack if she 
  has advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Ka’Laera can 
  take a Dash, Dodge, Disengage, or Hide action.
  Fast Hands. Ka’Laera can use her Cunning Action to make a 
  Sleight of Hand check, use her thieves’ tools to disarm a trap or 
  open a lock, or take the Use an Object action.
  Second-Story Work. Ka’Laera can climb without expending 
  extra movement. In addition, when she makes a running jump, 
  the distance she covers increases by 5 f .
  Uncanny Dodge. When Ka’Laera is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Ka’Laera is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Supreme Sneak. Ka’Laera has advantage on Stealth checks if she 
  moves no more than half her speed on the same turn.
  Reliable Talent. When Ka’Laera makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Use Magic Device. Ka’Laera ignores all class, race, and level 
  requirements for the use of magic items.
  Blindsense. If Ka’Laera is able to hear, she is aware of the 
  location of any hidden or invisible creatures within 10 feet 
  of her.
  T ief’s Ref exes. Ka’Laera can take two turns during the f rst 
  round of any combat. She takes her f rst turn at her normal 
  initiative, and her second turn at her initiative minus 10. She 
  can’t use this feature when she is surprised.
  Elusive. No attack roll can have advantage against Ka’Laera 
  unless she is incapacitated.
  Stroke of Luck. If Ka’Laera’s attack misses a target within range, 
  she can turn the miss into a hit. Alternatively, if she fails an 
  ability check, she can treat the d20 roll as a 20. Once she uses 
  this feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Two-Weapon Fighting. When Ka’Laera makes an attack with her 
  Shortsword, she may also attack with her Sickle as a bonus action, 
  but gains no bonus to the damage roll
  Shortsword. Melee Weapon Attack: +11 to hit, reach 5 f ., one 
  creature. Hit: 9 (1d6 + 5) piercing damage.
  Sickle. Melee Weapon Attack: +11 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor, 
  T ieves’ Tools, Book of Blackmail and a False Copy, 200sp, 170gp
  
  156
  Mal Addik
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 1)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 11 (1d10+1)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +5, Dexterity +4
  Skills Athletics +5, Deception +1, Perception +4, Stealth +4, 
  Survival +4, Playing Cards, T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, Elven
  Challenge 1 (200 XP)
  Criminal Contact. Mal has a contact in the criminal 
  network, and can send and receive messages to them 
  through various means, even over great distances. 
  Favored Enemy (Humans, Elves). Mal has advantage 
  on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence 
  checks to recall information about them.
  Natural Explorer (Grasslands). Mal may 
  double his prof ciency bonus when making 
  Intelligence or Wisdom checks about his 
  favored terrain, as well as other benef ts 
  listed on the following pages.
  Actions
  Longsword. Melee Weapon Attack 
  (Versatile): +5 to hit, reach 5 f ., one creature. 
  Hit: 8 / 9 (1d8 / 1d10 + 3) slashing damage.
  Shortbow. Ranged Weapon Attack +4 to 
  hit, range 80/320, one creature. Hit 6 (1d6 
  +2) piercing damage. 
  Overview
  Once a hunter and trapper selling furs and game, 
  Mal began his criminal career by accident—he 
  was falsely accused of murder shortly af er entering 
  a foreign city. While awaiting his turn at the gallows, 
  he shared a jail cell with two members of a local 
  thieves guild. Although they spoke the common 
  tongue to him, they spoke to one another in a strange 
  language. T e night before they were to be executed, 
  Mal was suddenly roused from sleep. His cell mates were 
  conspiring. When they noticed he was awake they motioned 
  for him to stay silent. T ey spoke in whispers, “How much do you 
  want to live?”
  Mal became suddenly frightened, thinking these thieves meant 
  to slit his throat. He was, however, mistaken. T ey explained that 
  their guild brothers would be unlocking their cell shortly, and, if he 
  so desired, he could go free as well. He was skeptical but desperate. 
  Sure enough, minutes later, the light from a guard’s oil lamp came 
  through the small barred window in the cell door. A hushed voice 
  echoed in the chamber just outside and one of the thieves in Mal’s 
  cell answered. T e key in the lock chattered. It was now or never 
  and Mal’s cell mates didn’t waste time.
  On the f oor just outside his cell door there sat an oil lamp and 
  a key ring. Mal knelt down to take them, but when he looked up 
  again, the thieves were gone. He was on his own. 
  He crept slowly, but not very quietly, through the network of 
  hallways and passages for several tense minutes, trying to recall 
  the exact route that he was brought days earlier. It was hard to 
  remember as he had been badly beaten by the city guard during his 
  arrest, then again as he was brought to the prison and questioned. 
  He thought about slitting the throats of every guard he might meet 
  but, surprisingly, there were none on patrol. T e thieves and their 
  guild mates’ work, he thought.
  Suddenly he rounded a corner, and there was the f ickering of f re 
  light. He crept closer as quietly as he could, discovering one of 
  many guard rooms. In it were several guards lying in bunks, or 
  sitting around a f re in the middle of the room, but there was no 
  sound besides the crackling of the dwindling f re. Mal approached 
  cautiously to f nd that all of the guards had been slain with a 
  single slice to the throat. 
  He quickly ransacked the room, taking any coin he could 
  lay his hands on, along with arms and armor. He lef  the oil 
  lamp but kept the keys, exiting the large door to the north. 
  Finding himself in the moonlight of the early morning, 
  he took a deep breath of free air. Having been spat on 
  by the world for attempting an honest living, Mal 
  turned his back on his old life and vowed to bring 
  down the system of “justice” which 
  allowed him to be jailed. 
  Personality Traits
  “Keep your head, or lose it.” Mal is always calm 
  no matter what the situation. He never raises his 
  voice or lets his emotions control him.
  Ideals
  “Can’t buy drinks with reputation.” 
  Mal will do whatever it takes to become wealthy, even 
  if that means sacrif cing his honor. 
  Bonds
  “My life’s worth more than a pat on the back.”He owes his 
  life to the guild responsible for his release from prison, but 
  has no way of ever paying them back.
  Flaws
  “You know I’m good for it.” Mal spends all his money on 
  luxuries and ale and never has enough to pay of  his debt. 
  Roleplaying Mal
  Mal only speaks when he has something worth saying, and 
  is easily annoyed by folk who talk too much.
  In combat, Mal takes any opportunity that is presented to him.
  “Try not to draw too much attention to yourself.”
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 18sp, 22cp
  
  157
  Mal Addik (level 4)
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 4)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 32 (4d10+4)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +6, Dexterity +4
  Skills Athletics +6, Deception +1, Perception +4, Stealth +4, 
  Survival +4, Playing Cards, T ieves’ Tools
  Senses Passive Perception 14
  Languages Common, Elven
  Challenge 2 (450 XP)
  Criminal Contact. Mal has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Favored Enemy (Humans, Elves). Mal has advantage on 
  survival checks made when tracking his favored enemies, as well 
  as advantage on Intelligence checks to recall information 
  about them.
  Natural Explorer (Grasslands). Mal is particularly adept at 
  traversing his favored terrain and may double his prof ciency 
  bonus when making Intelligence or Wisdom checks about 
  such areas. In favored terrain, dif  cult terrain doesn’t slow his 
  group’s travel, his group can’t get lost except by magical means, 
  he can engage in another activity such as foraging or tracking 
  and remain alert to danger, he can move stealthily at a normal 
  pace if traveling alone, f nds twice as much food as normal while 
  foraging, and when tracking other creatures, he learns their 
  exact number, sizes, and how long ago they passed through 
  the area.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 12, +4 to hit with spell attacks). He may cast the 
  following spells:
  1st level, 3/day: Alarm, Cure Wounds, Hunter’s Mark
  Primeval Awareness. Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Colossus Slayer. Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Actions
  Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 f ., 
  one creature. Hit: 11 / 12 (1d8 / 1d10 + 6) slashing damage.
  Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one 
  creature. Hit 6 (1d6 +2) piercing damage. 
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 3gp, 18sp, 22cp
  Shortcut
  Mal eyed the steep, slick, clay walls on either side of the road and 
  the thick pine forest beyond, half-squinting through the driving 
  rain. T e perfect spot for an ambush. 
  “Slow going,” shouted the leader of the militia group, “I had hoped 
  to be there by now.”
  T e self-important captain, his quilted doublet now sodden and 
  his shining medals now caked in mud from a fall, had been loudly 
  complaining to his men since they had lef  town. T ey were taking 
  too long. T e road was too rough. T e rain. 
  “I didn’t build the road,” Mal said sharply, “nor do I control the 
  weather of the world. You hired me to guide you but, if you feel 
  you know better, by all means lead on.” 
  “If memory serves, it was you who approached us. I was happy to 
  take my men down the West Road-“
  “T e West Road would take you twice as long. Rain doesn’t care 
  what road you take.”
  T e puf ed-up little popinjay was getting unbearable. Mal found 
  himself looking up the banks again. It really is the perfect spot.
  “Well, how much longer?”
  Was it his imagination, or did Mal hear a twig crack above? 
  “Not far at all now.” Important to stay calm, don’t cause a panic. 
  A piercing whistle cut through the rain, and a dozen f gures 
  appeared on the banks surrounding them, arrows nocked and 
  bows drawn. 
  T e captain sputtered, looking imploringly at Mal for any kind 
  of guidance. 
  “T is is where our journey ends, captain,” said Mal, taking a few 
  steps away from the stunned militia and signaling to his men to 
  loose, “should’ve taken the West Road.”
  
  158
  Mal Addik (level 8)
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 8)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 60 (8d10+8)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  11 (+0)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +8, Dexterity +5
  Skills Athletics +8, Deception +2, Perception +5, Stealth +5, 
  Survival +5, Playing Cards, T ieves’ Tools
  Senses Passive Perception 15
  Languages Common, Dwarven, Elven
  Challenge 4 (1,100 XP)
  Criminal Contact. Mal has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Favored Enemy (Humans, Elves, Dwarves, Half ings). Mal has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Grasslands, Desert). Mal is particularly 
  adept at traversing his favored terrain and may double his 
  prof ciency bonus when making Intelligence or Wisdom checks 
  about such areas. In favored terrain, dif  cult terrain doesn’t 
  slow his group’s travel, his group can’t get lost except by magical 
  means, he can engage in another activity such as foraging or 
  tracking and remain alert to danger, he can move stealthily at 
  a normal pace if traveling alone, f nds twice as much food as 
  normal while foraging, and when tracking other creatures, he 
  learns their exact number, sizes, and how long ago they passed 
  through the area.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 13, +5 to hit with spell attacks). He may cast each of the 
  following spells once:
  1st level, 4/day: Alarm,  Cure Wounds, Hunter’s Mark
  2nd level, 3/day: Barkskin, Spike Growth
  Primeval Awareness. Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Colossus Slayer. Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Steel Will. Mal has advantage on saving throws against 
  being frightened.
  Actions
  Extra Attack. Mal can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 f ., 
  one creature. Hit: 12 / 13 (1d8 / 1d10 + 7)  slashing damage.
  Shortbow. Ranged Weapon Attack +5 to hit, range 80/320, one 
  creature. Hit 6 (1d6 +2) piercing damage. 
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 15gp, 25sp, 22cp
  Mal in Your Game
  Mal may be found in any place that has a place to sit down and 
  something strong to drink. While he is not the most sociable 
  of folk, he would not be rude to the party for the sake of it, and 
  may even of er them work if they appear to be working against 
  the system of law he so despises. If the players cross or interfere 
  with T e Jackdaws, they could f nd themselves crossing blades 
  with the hands-on leader of the gang. 
  Quest Hook. Mal needs intel on the city guard’s armory, both 
  to deprive his enemies of equipment and to outf t his own 
  men. T is is particularly interesting if the guard is known to be 
  corrupt; which evil does the party support? 
  
  159
  Mal Addik (level 12)
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 12)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 100 (12d10+24)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +9, Dexterity +6
  Skills Athletics +9, Deception +3, Perception +6, Stealth +6, 
  Survival +6, Playing Cards, T ieves’ Tools
  Senses Passive Perception 16
  Languages Common, Dwarven, Elven
  Challenge 5 (1,800 XP)
  Criminal Contact. Mal has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Favored Enemy (Humans, Elves, Dwarves, Half ings). Mal has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Grasslands, Desert, Mountins). Mal is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging, and when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 14, +6 to hit with spell attacks). He may cast each of the 
  following spells once:
  1st level, 4/day: Alarm, Cure Wounds, Hunter’s Mark
  2nd level, 3/day: Barkskin, Spike Growth 
  3rd level, 3/day: Conjure Animals, Plant Growth
  Primeval Awareness. Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Colossus Slayer. Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Steel Will. Mal has advantage on saving throws against 
  being frightened.
  Land’s Stride. Mal can move through non-magical dif  cult 
  terrain at the cost of no extra movement. He can pass through 
  non-magical plants without being slowed by them and without 
  taking damage from them if they have spines or a similar hazard. 
  In addition, he has advantage on saving throws against magical 
  plants or are magically manipulated to impede him.
  Hide in Plain Sight. Mal may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Mal is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Whirlwind Attack. Mal can use his action to attack any number 
  of creatures within 5 f . of him, with a separate attack roll for 
  each creature.
  Actions
  Extra Attack. Mal can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +9 to hit, reach 5 f ., 
  one creature. Hit: 12 / 13 (1d8 / 1d10 + 7)  slashing damage.
  Shortbow. Ranged Weapon Attack +6 to hit, range 80/320, one 
  creature. Hit 6 (1d6 +2) piercing damage. 
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 60gp, 50sp
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging, and when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 14, +6 to hit with spell attacks). He may cast each of the 
  Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 60gp, 50sp
  
  160
  Mal Addik (level 16)
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 16)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 148 (16d10+48)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  15 (+2)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +10, Dexterity +7
  Skills Athletics +10, Deception +4, Perception +7, Stealth +7, 
  Survival +7, Playing Cards, T ieves’ Tools
  Senses Passive Perception 17
  Languages Common, Dwarven, Elven
  Challenge 7 (2,900 XP)
  Criminal Contact. Mal has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Favored Enemy (Humans, Elves, Dwarves, Half ings). Mal has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Grasslands, Desert, Mountain). Mal is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging, and when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 15, +7 to hit with spell attacks). He may cast each of the 
  following spells once:
  1st level, 4/day: Alarm,  Cure Wounds, Hunter’s Mark 
  2nd level, 3/day: Barkskin, Spike Growth 
  3rd level, 3/day: Conjure Animals , Plant Growth
  4th level, 3/day: Grasping Vine, Stoneskin
  Primeval Awareness. Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Colossus Slayer. Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Steel Will. Mal has advantage on saving throws against 
  being frightened.
  Land’s Stride. Mal can move through non-magical dif  cult 
  terrain at the cost of no extra movement. He can pass through 
  non-magical plants without being slowed by them and without 
  taking damage from them if they have spines or a similar hazard. 
  In addition, he has advantage on saving throws against magical 
  plants or are magically manipulated to impede him.
  Hide in Plain Sight. Mal may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Mal is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Whirlwind Attack. Mal can use his action to attack any number 
  of creatures within 5 f . of him, with a separate attack roll for 
  each creature.
  Vanish. Mal can use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by non-magical means unless he 
  chooses to leave a trail.
  Uncanny Dodge. When Mal is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Actions
  Extra Attack. Mal can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +10 to hit, reach 5 
  f ., one creature. Hit: 12 / 13 (1d8 / 1d10 + 7)  slashing damage.
  Shortbow. Ranged Weapon Attack +7 to hit, range 80/320, one 
  creature. Hit 6 (1d6 +2) piercing damage. 
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 110gp, 115sp
  
  161
  Mal Addik (level 20)
  Medium Humanoid (Human), Lawful Evil
  Class Ranger (lvl 20)
  Background Criminal
  Occupation Sellsword
  Armor Class 16 (Scale) 
   
  (18 w/shield)
  Hit Points 204 (20d10+80)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  15 (+2)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  9 (–1)
  Saving T rows Strength +11, Dexterity +8
  Skills Athletics +11, Deception +5, Perception +8, Stealth +8, 
  Survival +7, Playing Cards, T ieves’ Tools
  Senses Passive Perception 18
  Languages Common, Dwarven, Elven
  Challenge 8 (3,900 XP)
  Criminal Contact. Mal has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Favored Enemy (Humans, Elves, Dwarves, Half ings). Mal has 
  advantage on survival checks made when tracking his favored 
  enemies, as well as advantage on Intelligence checks to recall 
  information about them.
  Natural Explorer (Grasslands, Desert, Mountain). Mal is 
  particularly adept at traversing his favored terrain and may 
  double his prof ciency bonus when making Intelligence or 
  Wisdom checks about such areas. In favored terrain, dif  cult 
  terrain doesn’t slow his group’s travel, his group can’t get lost 
  except by magical means, he can engage in another activity 
  such as foraging or tracking and remain alert to danger, he can 
  move stealthily at a normal pace if traveling alone, f nds twice as 
  much food as normal while foraging, and when tracking other 
  creatures, he learns their exact number, sizes, and how long ago 
  they passed through the area.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Mal deals +2 damage with it.
  Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell 
  Save DC 16, +8 to hit with spell attacks). He may cast each of the 
  following spells once:
  1st level, 4/day: Alarm,  Cure Wounds, Hunter’s Mark
  2nd level, 3/day: Barkskin, Spike Growth
  3rd level, 3/day: Conjure Animals, Plant Growth
  4th level, 3/day: Grasping Vine, Stoneskin
  5th level, 2/day: Commune With Nature, Tree Stride
  Primeval Awareness. Mal may use his action and expend 
  one ranger spell slot to focus on the region around him. For 1 
  minute per level of the spell expended he can sense whether 
  there are any aberrations, celestials, dragons, elementals, fey, 
  f ends or undead within a mile of his current location. (6 miles if 
  in favored terrain.)
  Colossus Slayer. Once per turn, when Mal deals damage to a 
  creature that is below its hit point maximum, he can deal an 
  additional 1d8 damage.
  Steel Will. Mal has advantage on saving throws against 
  being frightened.
  Land’s Stride. Mal can move through nonmagical dif  cult 
  terrain at the cost of no extra movement. He can pass through 
  nonmagical plants without being slowed by them and without 
  taking damage from them if they have spines or a similar hazard. 
  In addition, he has advantage on saving throws against magical 
  plants or are magically manipulated to impede him.
  Hide in Plain Sight. Mal may spend 1 minute creating 
  camouf age for himself. He must have access to fresh mud, dirt, 
  plants, soot, or other naturally occurring materials with which to 
  create his camouf age. Once Mal is camouf aged in this way he 
  gains +10 to his Stealth checks as long as he remains stationary 
  without taking actions. Once he moves or takes an action or 
  reaction he must camouf age himself again to gain this benef t
  Whirlwind Attack. Mal can use his action to attack any number 
  of creatures within 5 f . of him, with a separate attack roll for 
  each creature.
  Vanish. Mal can use the Hide action as a bonus action on his 
  turn. Also he can’t be tracked by nonmagical means unless he 
  chooses to leave a trail.
  Uncanny Dodge. When Mal is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Feral Senses. When Mal attacks a creature he can’t see, his 
  inability to see it doesn’t impose disadvantage on his attack 
  roll against it. He is also aware of the location of any invisible 
  creature within 30 f . of him, provided the creature is not hidden 
  from him and he is not blinded of deafened
  Foe Slayer. Once per turn, Mal can add his Wisdom modif er to 
  the attack roll or the damage roll of an attack he makes against 
  one of his favored enemies. He can choose to use this feature 
  before or af er the roll but before any ef ects of the roll 
  are applied.
  Actions
  Extra Attack. Mal can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +11 to hit, reach 5 
  f ., one creature. Hit: 12 / 13 (1d8 / 1d10 + 7)  slashing damage.
  Shortbow. Ranged Weapon Attack +8 to hit, range 80/320, one 
  creature. Hit 6 (1d6 +2) piercing damage. 
  Weapons, Armor & Items
  Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden 
  Wrist Blade, 180gp, 150sp
  
  162
  Nimh the Surgeon 
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 1)
  Background Apothecary
  Occupation Surgeon
  Armor Class 13 (Leather)
  Hit Points 9 (1d8+1)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  13 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +4, Intelligence+4
  Skills Deception +5,  Insight +3, Medicine +6, Persuasion +3, 
  Sleight of Hand +4, Stealth +4
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1/4 (50 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip using 
  Charisma as her spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine). Nimh adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak attack (+1d6). Once per turn, Nimh can deal 
  an extra 1d6 damage to one creature she hits with 
  an attack if she has advantage on the attack roll. 
  T e attack must use a f nesse or ranged weapon. 
  She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and she doesn’t 
  have disadvantage on the attack roll.
  Actions
  Scalpel. Melee Weapon Attack: +4 to hit, 
  reach 5 f ., one creature. Hit: 5 (1d4 + 
  2) slashing damage.
  Overview
  Always fascinated, always reading, always learning; 
  Nimh was forever asking questions, f nding out how 
  and why things worked, even as a child. T e arthritic 
  dog of a neighbor mysteriously disappeared one 
  day and was found cut into neat pieces in the temple 
  grounds next to Nimh’s house. She had just wanted to 
  know why it was broken and if it could be f xed. T e f nal 
  straw came as a teenager, when she ‘f xed’ the pneumonia of 
  the farmer’s prize sheep by transplanting into it the lungs of his 
  carthorse. T e townsfolk hid their children and animals as she 
  made her way to the road.
  She moved to a town where nobody knew of her peculiarities 
  and trained as an apothecary, keeping her unusual ‘hobbies’ 
  to herself. Her intensive study turned her into an accomplished 
  alchemist; observing the ef ects of elixirs on living things 
  mesmerized her. Not satisf ed with simply viewing their external 
  ef ects, waifs and strays both human and animal of en found 
  themselves invited in out of the cold, then strapped to a table in her 
  tiny backroom, f esh and muscle neatly clipped back to reveal their 
  inner workings. If they were lucky, Nimh would let them die f rst.
  Completely ruthless and clinical, she had no reservations 
  whatsoever when mortal representatives of the Demon Lord 
  of the Af  icted appeared to her and of ered her knowledge 
  beyond measure in exchange for what’s lef  of those who perish 
  on her table. To increase her body count, she now moonlights 
  as a backstreet surgeon, mostly for the less savory characters 
  of the town, and can easily be persuaded to facilitate a ‘tragic 
  complication’ if her patron would prefer the patient not make a full 
  recovery. Af er all, the necromancers get what they want and Nimh 
  can start a new ‘side-project’…
  Personality Traits
  “Emotions cloud the mind. Logic fuels it.” Nimh doesn’t hate those 
  she kills, nor does she love what she does. Nimh approaches her 
  work with cold, mechanical necessity. 
  Ideals
  “Life is learning. Everything has a lesson for those willing 
  to see it.” Nimh isn’t a sadist. She does what she does out 
  of  genuine inquisitiveness and a longing to learn more 
  about the world.
  Bonds
  “So many people stumble through life with no 
  purpose. My subjects are lucky; they get to do 
  something of use as they die.” T e high body count 
  is a side-ef ect, not the aim. If Nimh’s research 
  could be facilitated by just the one death then it 
  would be so, for ef  ciency’s sake.
  Flaws
  “People get in the way of my research. I’m better 
  of  without them.” Nimh’s only tie is to her work. She 
  recognizes that her methods are unusual and, even if 
  it weren’t, having assistants would only mean having 
  to say her thoughts out loud, slowing the whole 
  process down. 
  Roleplaying Nimh
  Nimh is driven solely by the pursuit of 
  knowledge and has no sentiment, no empathy 
  and no moral compass; animals and humans 
  are meat. Although not a natural combatant, 
  she would not hesitate to kill to protect or further 
  her research. However, while worth killing for, her 
  research is not worth dying for.
  Naturally charismatic when it suits her, such as when 
  persuading lowlifes in of  the street, she is generally 
  solitary and quiet, believing interaction with others to be 
  unnecessary, time-consuming and beneath her. 
  “You poor soul, you look close to death! 
  Come in, maybe I can help…”
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  
  163
  Nimh the Surgeon (level 4)
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 4)
  Background Apothecary
  Occupation Surgeon
  Armor Class 14 (Leather)
  Hit Points 27 (4d8+4)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  16 (+3)
  WIS
  13 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +5, Intelligence+5
  Skills Deception +5,  Insight +3, Medicine +7, Persuasion +3, 
  Sleight of Hand +5, Stealth +5
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip, 
  and Hellish Rebuke as a 2nd level spell using Charisma as her 
  spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine). Nimh adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak attack (+2d6). Once per turn, Nimh can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nimh can take 
  a Dash, Dodge, Disengage, or Hide action.
  Assassinate. Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Actions
  Scalpel. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 6 (1d4 + 3) slashing damage.
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  Confidentiality
  Skeggi Stonehammer was used to being the toughest man in the 
  room. He was used to getting what he wanted, and putting anyone 
  who tried to stop him in their place. Skeggi was tough enough to 
  get out of any situation.  
  Right now, he wasn’t going anywhere. Right now he was terrif ed. It 
  was dark, and he couldn’t move, and he was terrif ed. T e restraints 
  bit into his wrists and  his back ached from the cold, hard surface 
  beneath him. 
  Laid out like a corpse. He tried to silence the thought. 
  “Help!” he tried to shout, but only a croak emerged, startling a f y 
  from his cheek. 
  He could make out metal glinting in what little light there was, and 
  glass jars. He was glad he couldn’t make out what they contained. 
  His side and chest burned from the ef ort of twisting in his bonds; 
  was he injured? He didn’t remember, but something felt wrong 
  inside. Something in the room was dripping... 
  A sudden light dazzled him. Silhouetted in the doorway, the f gure 
  looked almost angelic. As he adjusted to the light, he saw the horns 
  and tail. No, not an angel.
  “Hush now.” Her voice was almost comforting, but her face was 
  blank: an expressionless mask. 
  Reaching into her apron, she moved past him, out of his limited 
  vision. He felt the sudden stab of the needle in his neck and a 
  warm, spreading numbness. 
  Perhaps it would be alright. T e f y was back, crawling around the 
  corner of his smiling mouth as his vision faded into black. Maybe 
  everything was going to be alright…  
   
  
  164
  Nimh the Surgeon (level 8)
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 8)
  Background Apothecary
  Occupation Surgeon
  Armor Class 15 (Leather)
  Hit Points 51 (8d8+8)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  16 (+3)
  WIS
  13 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +7, Intelligence+6
  Skills Deception +7,  Insight +4, Medicine +9, Persuasion +7, 
  Sleight of Hand +10, Stealth +7
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 2 (450 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine, Persuasion, Sleight of Hand). 
  Nimh adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+4d6). Once per turn, Nimh can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nimh can take 
  a Dash, Dodge, Disengage, or Hide action.
  Assassinate. Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Nimh is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nimh is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Scalpel. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d4 + 4) slashing damage.
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  Nimh in Your Game
  Nimh can be used as the culmination of rumors and threat built 
  up over many sessions. She is not much of a physical threat, but 
  her psychological threat should provide a good climax to an 
  investigatory or intrigue adventure. An injured party member 
  directed towards her services and table may not experience the 
  healing hands they’d hoped for. 
  Quest Hook. T e party hear rumors of people going missing 
  in the city. Upon further investigation, it turns out that many 
  of them had last been seen in one particular alley, others had 
  a criminal background with long term medical conditions, or 
  recent injuries. 
  
  165
  Nimh the Surgeon (level 12)
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 12)
  Background Apothecary
  Occupation Surgeon
  Armor Class 16 (Leather)
  Hit Points 75 (12d8+12)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  13 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +9, Intelligence+8
  Skills Deception +9,  Insight +5, Medicine +12, Persuasion +9, 
  Sleight of Hand +13, Stealth +9
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 3 (700 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine, Persuasion, Sleight of Hand). 
  Nimh adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+6d6). Once per turn, Nimh can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nimh can take 
  a Dash, Dodge, Disengage, or Hide action.
  Assassinate. Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Nimh is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nimh is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Nimh can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Nimh makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Actions
  Scalpel. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  165
   spell using 
  If Nimh is unable to recall a piece of lore, she 
  Expertise (Deception, Medicine, Persuasion, Sleight of Hand).
  Nimh adds double her prof ciency bonus to skill checks she has 
   Once per turn, Nimh can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On her turn, as a bonus action, Nimh can take 
   Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  When Nimh is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
   When Nimh is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
   Nimh can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
   When Nimh makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  
  166
  Inf ltration Expertise. Nimh can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Nimh makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Impostor. Nimh can f awlessly mimic another person’s speech, 
  writing, and behavior if she spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. She has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Nimh is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  Actions
  Scalpel. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  Nimh the Surgeon (level 16)
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 16)
  Background Apothecary
  Occupation Surgeon
  Armor Class 16 (Leather)
  Hit Points 99 (16d8+16)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  20 (+5)
  WIS
  13 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +10, Intelligence+10, Wisdom +6
  Skills Deception +11,  Insight +6, Medicine +15, Persuasion +11, 
  Sleight of Hand +15, Stealth +10
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine, Persuasion, Sleight of Hand). 
  Nimh adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+8d6). Once per turn, Nimh can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nimh can take 
  a Dash, Dodge, Disengage, or Hide action.
  Assassinate. Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Nimh is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nimh is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On her turn, as a bonus action, Nimh can take 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  Subject notes 642
  Have f nally overcome the dwarf ’s natural 
  resistance to toxins with batch 12. 
  Results seem promising. State of torpor 
  seemingly permanent. No reaction to  
  extreme pain stimuli. 
  Subject notes 643
  State of torpor overcome. Subject   
  conscious but not lucid. Incapable of  
  interaction. Constant screaming becoming a 
  distraction and distressing other subjects.  
  
  167
  Nimh the Surgeon (level 20)
  Medium Humanoid (Tief ing), Lawful Evil
  Class Rogue (lvl 20)
  Background Apothecary
  Occupation Surgeon
  Armor Class 16 (Leather)
  Hit Points 123 (20d8+20)
  Speed 30 f .
  STR
  8 (–1)
  DEX
  20 (+5)
  CON
  12 (+1)
  INT
  20 (+5)
  WIS
  13 (+1)
  CHA
  14 (+2)
  Saving T rows Dexterity +11, Intelligence+11, Wisdom +7
  Skills Deception +14,  Insight +7, Medicine +17, Persuasion +14, 
  Sleight of Hand +17, Stealth +11
  Senses Darkvision 60f , Passive Perception 11
  Languages Common, Infernal, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Hellish Resistance. Nimh has resistance to f re.
  Infernal Legacy. Nimh can cast the T aumaturgy cantrip, 
  Hellish Rebuke as a 2nd level spell, and the Darkness spell using 
  Charisma as her spellcasting modif er.
  Researcher. If Nimh is unable to recall a piece of lore, she 
  probably knows where the information can be found.
  Expertise (Deception, Medicine, Persuasion, Sleight of Hand). 
  Nimh adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+10d6). Once per turn, Nimh can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Nimh can take 
  a Dash, Dodge, Disengage, or Hide action.
  Assassinate. Nimh has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Nimh is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Nimh is subjected to an ef ect that allows her 
  to make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Nimh can spend seven days and 25gp 
  to create a false identity for herself with established history 
  and connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Nimh makes an ability check that lets 
  her add her prof ciency bonus she can treat a d20 roll of a 9 or 
  lower as a 10.
  Impostor. Nimh can f awlessly mimic another person’s speech, 
  writing, and behavior if she spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. She has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Nimh is able to hear, she is aware of the location 
  of any hidden or invisible creatures within 10 feet of her.
  Death Strike. When Nimh hits a surprised target, it must make 
  a Constitution saving throw, DC 19, or take double damage from 
  the attack.
  Elusive. No attack roll can have advantage against Nimh unless 
  she is incapacitated. 
  Stroke of Luck. If Nimh’s attack misses a target within range, she 
  can turn the miss into a hit. Alternatively, if she fails an ability 
  check, she can treat the d20 roll as a 20. Once she uses this 
  feature she cannot use it again until she f nishes a short or 
  long rest.
  Actions
  Scalpel. Melee Weapon Attack: +10 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d4 + 5) slashing damage.
  Weapons, Armor & Items
  Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
  
  168
  Stanus Millrun
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 1)
  Background Sailor
  Occupation Slaver
  Armor Class 13 (Leather)
  Hit Points 10 (1d8+2)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  16 (+3)
  Saving T rows Dexterity +4, Charisma +5
  Skills Athletics +3, Deception +5, Perception +1, Persuasion +5, 
  Stealth +4, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 11
  Languages Common, Orcish
  Challenge 1/2 (100 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 13, +5 to hit with spell attacks). He may cast 
  the following spells:
  Cantrips: Dancing Lights, Vicious Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  Bardic Inspiration (d6). Stanus can use his 
  bonus action to give a creature within 60 f . 
  His Bardic Inspiration die. Once within the 
  next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, 
  or saving throw it makes. Stanus can use Bardic 
  Inspiration 3 times per day, and regains 
  expended uses af er a long rest.
  Actions
  Rapier. Melee Weapon 
  Attack: +5 to hit, reach 5 
  f ., one creature. Hit: 7 (1d8 + 2) 
  piercing damage.
  Overview
  Stanus once had aspirations of being 
  a famous musician, traveling from town 
  to town, making people smile and laugh. It 
  didn’t take long for the cruel reality of life to take 
  advantage of a young and naive Stanus. Discovering that 
  bards just starting out are not unquestioningly invited to 
  play at court to those of quality, he resorted to playing 
  for coppers in disgusting taverns and outside 
  inns. He didn’t even make enough to rent a room, 
  and of en slept in dirty allyways and under eaves. 
  Despite his poor lodgings, he maintained his dignity with f ne 
  clothes and a fantastic hat.
  Late one night, he was playing his lute outside of a tavern in the 
  dim lamp light. His hat, with a handful of coppers and a few 
  silvers, was upturned on a stool in front of him. Unbeknownst to 
  him, he had attracted the attention of a few ruf  ans who falsely 
  assumed that such a well-dressed fellow would have more than a 
  his fair share of coins and other valuables. T ey waited until the 
  streets were fairly clear before making their move.
  One of the three ruf  ans approached casually, bobbing his head 
  to the music before dropping a copper into the hat. Stanus bowed 
  his head to him as he continued to play. T at’s when the other 
  two ruf  ans snuck up from either side. He was grabbed and 
  pushed up against the tavern wall. One ruf  an quickly grabbed 
  the hat and ran. T e other two began to turn out his pockets. He 
  struggled until a swif  punch to the stomach doubled him over. 
  One of them ripped the lute from his hands, breaking the shoulder 
  strap. T e other one found his coin purse, “Where is the rest?!” He 
  demanded. Another punch to the stomach.
  At that moment, a tall f gure opened the tavern door and staggered 
  out. He looked over at the three of them and said, “Let him go.” 
  T e ruf  ans chuckled. T e f gure stepped closer, Stanus looked 
  up to see a dapper sailor with tanned skin and long dark hair. “He 
  may not be the best musician, but what he lacks in talent he makes 
  up for in determination.”
  T e ruf  an who had taken the lute approached, intending to use 
  it as a club. Without a second thought, the man drew a pistol 
  concealed under his jacket and f red, killing him. T e other 
  thief began to run, so the man drew another pistol, 
  took aim, and f red. He fell with a grunt. T e stranger 
  looked down at Stanus, “Care to join me for an ale?”
  Stanus was shocked and surprised. He had no idea who 
  he had just met, or how this man would change his life, 
  and his views, forever.
  Personality Traits
  “I’ll be there.” His friends know he’s reliable and 
  can count on him no matter what. He doesn’t 
  talk much, but when he does, most people listen.
  Ideals
  “Enough wealth can set any man free.” Gold and 
  platinum are the key to a better life. He means to one 
  day buy or steal a ship and chart his own destiny. 
  Bonds
  “I’m loyal to the Captain f rst, everything else  
  second.” He and Bram (p.132) have been 
  friends for over a decade.
  Flaws
  “Have you tried saying ‘no’ to that 
  man? Let me know how it turns out for 
  you.” He will follow orders even if he 
  thinks they’re wrong. He doesn’t have 
  the conf dence to stand up to Bram on any 
  major matters for fear of how he might react.
  Roleplaying Stanus
  Not the man he once was, Stanus’ good nature has all 
  but been forgotten, snuf ed out by the corruption of his 
  surroundings and associates. Not unduly cruel, but far from kind, 
  he does what he needs to get by, and doesn’t much care who he 
  hurts.
  “No I don’t know that song, stop asking!”
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 5gp, 
  15sp, Potion of Spell Rejuvenation   
  
  169
  Stanus Millrun (level 4)
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 4)
  Background Sailor
  Occupation Slaver
  Armor Class 13 (Leather)
  Hit Points 30 (4d8+8)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Saving T rows Dexterity +4, Charisma +6
  Skills Athletics +3, Deception +8, Perception +1, Persuasion +8, 
  Stealth +4, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 11
  Languages Common, Orcish
  Challenge 1 (200 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 14, +6 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Dancing Lights, Minor Illusion, Vicious Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  2nd level 3/day: Cloud of Daggers, Crown of Madness, 
  Hold Person
  Bardic Inspiration (d6). Stanus can use his bonus action to give 
  a creature within 60 f . his Bardic Inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  number rolled to one ability check, attack roll, or saving throw 
  it makes. Stanus can use Bardic Inspiration 4 times per day, and 
  regains expended uses af er a long rest.
  Jack of all Trades. Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  regain an additional 1d6 HP.
  College of Valor. Stanus gains prof ciency with martial weapons, 
  medium armor, and shields.
  Expertise (Deception, Persuasion). Stanus adds double his 
  prof ciency bonus to skill checks he has expertise with. 
  Combat Inspiration. A creature given Bardic Inspiration die by 
  Stanus can use it on a weapon damage roll. Alternatively, if the 
  creature is targeted by an attack roll, it can use its reaction to add 
  the Bardic Inspiration die to its AC against it.
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 5gp, 
  25sp, Potion of Spell Rejuvenation     
  Balancing the Books
  Stanus barely even registered the choked and muf  ed screams as 
  his quill scratched and scraped at the parchment. Once he had been 
  shocked, but that was many years ago. Now, if he had any feeling 
  about it at all, it was that he wished they would keep it down. 
  T e rhythm was established now. From the beginning of the return 
  voyage, he and Bram would nudge and wheedle at any rivalries 
  and fractures in the crew, of which there were invariably many 
  amongst the coarse and violent men such work attracted. Fights 
  would start breaking out, perhaps even a few ‘regrettable’ deaths, 
  the perpetrators of which would be punished in kind. 
  On occasion, Stanus would play to mask the noise of the f rst few 
  killings to prevent a panic. T e handful of remaining crew was 
  panicking now, so here was Stanus, locked in his cabin, working on 
  the lists, squinting in the light of the single, guttering candle.  
  Twenty. Twenty was unnecessary, really, he thought while 
  scratching of  names to be instantly forgotten. Just makes things 
  take longer to f nish of . Clean-up will be a bother too. Stanus’ quill 
  paused for several moments as he weighed up the cost and return 
  of future crews; he was a man who considered the margins. Sixteen 
  or seventeen should be adequate, and his quill moved from the 
  ledger to a stray piece of parchment, a note to remind himself to 
  mention it to the captain. 
  T ere was a sudden clamoring at his door—the banging and 
  scratching of a desperate man. Stanus’ cutlass was nearby, but he’d 
  rather not have to end up using it. If he got blood on the ledger, 
  he’d need to start again, and he was tired as it was. T e noise built 
  to a crescendo and was suddenly cut of  with a splintering of wood. 
  Stanus would need to get that door repaired; Bram never considered 
  the details, the f nancial implications. Still, if the f ghting had 
  progressed to Stanus’ door, then it must be nearly done. 
   “How many?” he called out, without glancing from his work. 
   “Just one.” T e solid wood of the door, despite its recent cosmetic 
  damage, muted the captain’s usual gruf  and commanding tone. 
  “Holed himself up in the bilge like the rat he is. Reckon one little 
  squall and we’ll take on enough water that the poor wretch is like to 
  drown.” Stanus could hear the glee in his voice. “Nasty way to go.”
  It’d be easier just to run him through and be done with it, thought 
  Stanus, but it was easier not to argue now. Not on such a trivial 
  matter. 
   “Fine,” he said, continuing to scribble, “but I’m not cleaning it up.”
  
  170
  Stanus Millrun (level 8)
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 8)
  Background Sailor
  Occupation Slaver
  Armor Class 13 (Leather)
  Hit Points 59 (8d8+16)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  9 (–1)
  CHA
  20 (+5)
  Saving T rows Dexterity +5, Charisma +8
  Skills Athletics +4, Deception +11, Perception +2, Persuasion +11, 
  Stealth +5, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 12
  Languages Common, Orcish
  Challenge 2 (450 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 16, +8 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Dancing Lights, Minor Illusion, Vicious Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  2nd level 3/day: Cloud of Daggers, Crown of Madness, 
  Hold Person
  3rd level 3/day: Fear, Hypnotic Pattern
  4th level 2/day: Confusion, Freedom of Movement
  Bardic Inspiration (d8). Stanus can use his bonus action to give 
  a creature within 60 f . his Bardic Inspiration die. Once within 
  the next 10 minutes the creature can roll the die and add the 
  number rolled to one ability check, attack roll, or saving throw 
  it makes. Stanus can use Bardic Inspiration 5 times per day, and 
  regains expended uses af er a long rest.
  Jack of all Trades. Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d6). During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  regain an additional 1d6 HP.
  College of Valor. Stanus gains prof ciency with martial weapons, 
  medium armor, and shields.
  Expertise (Deception, Persuasion). Stanus adds double his 
  prof ciency bonus to skill checks he has expertise with. 
  Combat Inspiration. A creature given Bardic Inspiration die by 
  Stanus can use it on a weapon damage roll. Alternatively, if the 
  creature is targeted by an attack roll, it can use its reaction to add 
  the Bardic Inspiration die to its AC against it.
  Font of Inspiration. Stanus regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Stanus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Actions
  Extra Attack. Stanus can attack twice with each Attack action.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 f ., one creature. 
  Hit: 7 (1d8 + 2) piercing damage.
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 
  15gp, 25sp, Potion of Spell Rejuvenation    
  Stanus in Your Game
  It is unlikely Stanus will be encountered far from Bram. He 
  is cordial, of en entertaining people with his songs, but is 
  personally cold and distant, and is deliberately unlikely to get 
  attached to any party members. Upon investigation, it seems 
  Stanus doesn’t even have any attachment to his own crew.
  Quest Hook. Stanus is tired of chaf ng under Bram’s borderline 
  psychopathic yoke, and has decided a change of leadership 
  may be on the cards. Do the party back his cold detachment, or 
  Bram’s violent predictability?
  
  171
  Stanus Millrun (level 12)
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 12)
  Background Sailor
  Occupation Slaver
  Armor Class 13 (Leather)
  Hit Points 77 (12d8+24)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving T rows Dexterity +7, Charisma +9
  Skills Athletics +5, Deception +13, Perception +8, Persuasion +13, 
  Stealth +11, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 18
  Languages Common, Orcish
  Challenge 3 (700 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 17, +9 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Dancing Lights, Minor Illusion, 
  Vicious Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  2nd level 3/day: Cloud of Daggers, Crown of Madness, 
  Hold Person
  3rd level 3/day: Fear, Hypnotic Pattern
  4th level 2/day: Confusion, Freedom of Movement
  5th level 2/day: Dominate Person, Blade Barrier
  6th level 1/day: Mass Suggestion, Chain Lightning
  Bardic Inspiration (d10). Stanus can use his bonus action to 
  give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Stanus can use Bardic Inspiration 5 times per 
  day , and regains expended uses af er a long rest.
  Jack of all Trades. Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d8). During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  regain an additional 1d8 HP.
  College of Valor. Stanus gains prof ciency with martial weapons, 
  medium armor, and shields.
  Expertise (Athletics, Deception, Persuasion, Stealth). Stanus 
  adds double his prof ciency bonus to skill checks he has 
  expertise with. 
  Combat Inspiration. A creature given Bardic Inspiration die by 
  Stanus can use it on a weapon damage roll. Alternatively, if the 
  creature is targeted by an attack roll, it can use its reaction to add 
  the Bardic Inspiration die to its AC against it.
  Font of Inspiration. Stanus regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Stanus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed. 
  Actions
  Extra Attack. Stanus can attack twice with each Attack action.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 
  35gp, 60sp, Potion of Spell Rejuvenation    
  Blade Ward, Dancing Lights, Minor Illusion, 
  Cloud of Daggers, Crown of Madness, 
   Confusion, Freedom of Movement
   Mass Suggestion, Chain Lightning
  Stanus can use his bonus action to 
  give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Stanus can use Bardic Inspiration 5 times per 
  Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  Stanus gains prof ciency with martial weapons, 
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 
  35gp, 60sp, Potion of Spell Rejuvenation    
  
  172
  Stanus Millrun (level 16)
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 16)
  Background Sailor
  Occupation Slaver
  Armor Class 14 (Leather)
  Hit Points 131 (16d8+48)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving T rows Dexterity +8, Charisma +10
  Skills Athletics +6, Deception +15, Perception +10, Persuasion +15, 
  Stealth +12, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 20
  Languages Common, Orcish
  Challenge 5 (1,800 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 18, +10 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Dancing Lights, Minor Illusion, 
  Vicious Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  2nd level 3/day: Cloud of Daggers, Crown of Madness, 
  Hold Person
  3rd level 3/day: Fear, Hypnotic Pattern
  4th level 3/day: Confusion, Freedom of Movement
  5th level 3/day: Blade Barrier, Dominate Person
  6th level 2/day: Chain Lightning, Mass Suggestion
  7th level 2/day: Fire Storm, Teleport
  8th level 1/day: Dominate Monster, Finger of Death
  Bardic Inspiration (d12). Stanus can use his bonus action to 
  give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Stanus can use Bardic Inspiration 5 times per 
  day , and regains expended uses af er a long rest.
  Jack of all Trades. Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d10). During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  regain an additional 1d10 HP.
  College of Valor. Stanus gains prof ciency with martial weapons, 
  medium armor, and shields.
  Expertise (Athletics, Deception, Persuasion, Stealth). Stanus 
  adds double his prof ciency bonus to skill checks he has 
  expertise with. 
  Combat Inspiration. A creature given Bardic Inspiration die by 
  Stanus can use it on a weapon damage roll. Alternatively, if the 
  creature is targeted by an attack roll, it can use its reaction to add 
  the Bardic Inspiration die to its AC against it.
  Font of Inspiration. Stanus regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Stanus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed.
  Battle Magic. When Stanus casts a bard spell using his action, 
  he may make one weapon attack as a bonus action. 
  Actions
  Extra Attack. Stanus can attack twice with each Attack action.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 
  75gp, 150sp, Potion of Spell Rejuvenation    
  
  173
  Stanus Millrun (level 20)
  Medium Humanoid (Human), Neutral Evil
  Class Bard (lvl 20)
  Background Sailor
  Occupation Slaver
  Armor Class 14 (Leather)
  Hit Points 183 (20d8+80)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  11 (+0)
  WIS
  10 (+0)
  CHA
  20 (+5)
  Saving T rows Dexterity +9, Charisma +11
  Skills Athletics +7, Deception +17, Perception +12, Persuasion +17, 
  Stealth +13, Navigator’s Tools, Water Vehicles
  Senses Passive Perception 22
  Languages Common, Orcish
  Challenge 7 (2,900 XP)
  Ship’s Passage. Stanus can secure free passage on a ship for 
  himself and his companions.
  Spellcasting. Stanus uses Charisma as his spellcasting ability 
  (Spell Save DC 19, +11 to hit with spell attacks). He may cast the 
  following spells:
  Cantrips: Blade Ward, Dancing Lights, Minor Illusion, Vicious 
  Mockery
  1st level 2/day: Bane, Cure Wounds, Faerie Fire, 
  Hideous Laughter
  2nd level 3/day: Cloud of Daggers, Crown of Madness, 
  Hold Person
  3rd level 3/day: Fear, Hypnotic Pattern
  4th level 3/day: Confusion, Freedom of Movement
  5th level 3/day: Blade Barrier, Dominate Person, Hold Monster
  6th level 2/day: Chain Lightning, Mass Suggestion
  7th level 2/day: Fire Storm, Teleport
  8th level 1/day: Dominate Monster, Finger of Death
  9th level 1/day: Power Word Kill, Time Stop 
  Bardic Inspiration (d12). Stanus can use his bonus action to 
  give a creature within 60 f . his Bardic Inspiration die. Once 
  within the next 10 minutes the creature can roll the die and add 
  the number rolled to one ability check, attack roll, or saving 
  throw it makes. Stanus can use Bardic Inspiration 5 times per 
  day , and regains expended uses af er a long rest.
  Jack of all Trades. Stanus can add half his prof ciency bonus, 
  rounded down, to any ability check he makes that doesn’t 
  already include his prof ciency bonus.
  Song of Rest (d12). During a short rest, when Stanus or any 
  friendly creature who can hear him regains HP by spending hit 
  dice, Stanus can use his Song of Rest to allow each creature to 
  regain an additional 1d12 HP.
  College of Valor. Stanus gains prof ciency with martial weapons, 
  medium armor, and shields.
  Expertise (Athletics, Deception, Persuasion, Stealth). Stanus 
  adds double his prof ciency bonus to skill checks he has 
  expertise with. 
  Combat Inspiration. A creature given Bardic Inspiration die by 
  Stanus can use it on a weapon damage roll. Alternatively, if the 
  creature is targeted by an attack roll, it can use its reaction to add 
  the Bardic Inspiration die to its AC against it.
  Font of Inspiration. Stanus regains all uses of his Bardic 
  Inspiration ability when he f nishes a long or short rest.
  Countercharm. As an action, Stanus can start a performance 
  that lasts until his next turn. During that time, he and any 
  friendly creature within 30 feet of him have advantage on saving 
  throws against being frightened or charmed.
  Battle Magic. When Stanus casts a bard spell using his action, 
  he may make one weapon attack as a bonus action. 
  Superior Inspiration. When Stanus rolls initiative, if he has no 
  uses of Bardic Inspiration lef , he regains one use. 
  Actions
  Extra Attack. Stanus can attack twice with each Attack action.
  Rapier. Melee Weapon Attack: +9 to hit, reach 5 f ., one creature. 
  Hit: 8 (1d8 + 3) piercing damage.
  Weapons, Armor & Items
  Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 
  120gp, 210sp, Potion of Spell Rejuvenation     
  
  174
  Talim Nezara
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 1)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 8 (1d8+0)
  Speed 20 f .
  STR
  9 (–1)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  15 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +0, Intelligence +4
  Skills Deception +7, Insight +5, Perception +6, Performance +5, 
  Persuasion +7, Sleight of Hand +0, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 14
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1/8 (25 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception and Persuasion). Talim adds 
  double his prof ciency bonus to skill checks he 
  has expertise with.
  Sneak Attack (+1d6). Once per turn, 
  Talim can deal an extra 1d6 damage 
  to one creature he hits with an attack 
  if he has advantage on the attack roll. 
  T e attack must use a f nesse or ranged 
  weapon. He doesn’t need advantage on 
  the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy 
  isn’t incapacitated, and he doesn’t have 
  disadvantage on the attack roll.
  Actions
  Quarterstaf . Melee Weapon Attack 
  (Versatile): +1 to hit, reach 5 f ., one 
  creature. Hit: 3/ 4 (1d6 / 1d8 – 1) 
  bludgeoning damage.
  Dagger. Melee Weapon Attack: +1 to 
  hit, reach 5f , one creature. Hit 2 
  (1d4 –1) piercing damage
  Overview
  Talim used to be one of the f nest assassins available for hire. He 
  and his partner Yrla (p.186) enjoyed a level of success and luxury 
  rare for someone in their line of work. T at life is behind him 
  now; your partner’s crossbow bolt to the spine tends to do that to 
  a person. 
  A wreck of his former self, 50 years of brooding has made Talim 
  a twisted thing—in body and mind. Relying on a cane to hobble 
  around on his one good leg, he can no longer ply his trade as an 
  assassin, and has been forced down to the lower echelons of the 
  criminal world, work he sees as below his considerable talents; 
  burglary.   
  It is common amongst civilised people to take pity on beggars 
  and travelers; to invite them into your home, give them a hot 
  meal and a warm bed for the night. Much to his chagrin, Talim 
  makes a convincing beggar. Once inside, he will note the layout 
  of the house and the location of any valuables, and scratch this 
  information in T ieves’ Cant nearby, in exchange for a share of the 
  loot. Once the populous becomes suspicious, Talim cuts his losses 
  and moves on to the next town.
  Personality Traits
  “What I do is risky, but I’d rather be knifed in a mark’s house than 
  cough myself to death in some back-alley.” Risk and danger make 
  Talim feel alive; they’re the only vestiges of his old life he has 
  lef . He’ll occasionally show almost suicidal recklessness, but is 
  ultimately more scared of dying than he is hateful of living. 
  Ideals
  “If I can’t be at the top, I can at least bring everyone else to the 
  bottom.” Talim’s dreams have been shattered; it is only fair 
  that no-one else should get to achieve theirs. He f nds 
  amusement in sabotaging the ef orts of others, or 
  belittling their achievements should they succeed. 
  Bonds
  “I’d love to get even with Yrla Silverhand, but I’m no fool; 
  she’d get me right between the eyes this time.” Talim longs for 
  a day when he can gloat over Yrla’s battered corpse. If he had 
  a gang of his own, or anyone he was in control 
  of, he knows just where he’d send them.
  Flaws
  “I would kill every last whoreson in this 
  town if I thought it would get me my legs 
  back.” Any relationship Talim has built up 
  in the last 50 years is truly meaningless 
  to him and he would cut them dead in a 
  second if someone of ered him a cure. 
  Roleplaying Talim
  Talim is proud and bitter; inwardly he 
  chafes at the hand life has dealt him 
  and is quick to remind his cohorts 
  that he used to be someone in 
  this world. A constant, seething 
  resentments bubbles under the 
  surface, particularly towards 
  those in whom he can see 
  glimpses of his youth. 
  He refuses to take responsibility for any of his misfortune 
  or shortcomings and will always f nd some way of justifying 
  to himself that it was someone else’s fault; either through 
  incompetence, vindictiveness or jealousy. 
  Talim knows he’d easily be outmatched in most combat situations, 
  but will try to play the poor beggar long enough to get a knife at 
  someone’s throat and bargain an escape.
  “Old couple live here. Savings in bookcase. Trusting.”
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  
  175
  Talim Nezara (level 4)
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 4)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 23 (4d8+0)
  Speed 20 f .
  STR
  9 (–1)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  17 (+3)
  CHA
  16 (+3)
  Saving T rows Dexterity +0, Intelligence +4
  Skills Deception +7, Insight +6, Perception +7, Performance +5, 
  Persuasion +7, Sleight of Hand +0, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 15
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1/4 (50 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception and Persuasion). Talim adds double his 
  prof ciency bonus to skill checks he has expertise with.
  Sneak Attack (+2d6). Once per turn, Talim can deal an extra 
  2d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Talim has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +1 to hit, reach 
  5 f ., one creature. Hit: 3 / 4 (1d6 / 1d8 – 1) bludgeoning damage.
  Dagger. Melee Weapon Attack: +1 to hit, reach 5f , one creature. 
  Hit 2 (1d4 –1) piercing damage
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  Prosecution
  As he of en did, Talim ran his thumb across the point at the end 
  of his staf . T e ugly chunk of metal that had ended his life: Yrla’s 
  bolt. His hands, which had been so strong, so quick, were worn, 
  leathered, old. He felt old, and tired, and done. 
  Yrla.
  He remembered the night. It was a cold that bit into your bones, 
  and there was a light dust of snow on the streets. T eir tracks 
  would have given them away, so they’d escaped through the sewers. 
  Talim didn’t even remember now who they’d been sent to kill. 
  Some gang leader, he thought, or maybe a watch of  cer. 
  Yrla had been acting strange all day. Still a professional, still deadly, 
  but strange. Perhaps she’d been of ered the same deal he had by 
  their employer. He’d refused of course, but he couldn’t deny the 
  extra coin was tempting. 
  He was f rst up the ladder onto the street. Looking around, hand 
  on the hilt of his dagger, he saw the f gure f rst, hooded, at the 
  corner of the next street. T en he heard the click of the bolt sliding 
  into place. 
  She’d taken the deal.
  Yrla was fast, but Talim had always been faster. T e dagger f ashed, 
  moonlight illuminating the faces in the hilt. Her face and his. Her 
  blood on the snow. His panic as he f ed.
  He remembered the breath suddenly driven from his body, fogging 
  the air. He remembered falling forwards as he ran, as if he had 
  simply tripped. He remembered the cold, hard ground coming up 
  to meet him. And he remembered nothing more. 
  Talim coughed and spat. He still felt old, but the memory had 
  revitalised him; the years of anger had fuelled him. It was a cold 
  night. T e kind of cold that bit into your bones. A snowf ake 
  drif ed and settled on a weathered knuckle.
  Time to pay a visit to an old friend. 
  
  176
  Talim Nezara (level 8)
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 8)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 43 (8d8+0)
  Speed 20 f .
  STR
  9 (–1)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  19 (+4)
  CHA
  16 (+3)
  Saving T rows Dexterity +1, Intelligence +5
  Skills Deception +9, Insight +10, Perception +7, Performance +6, 
  Persuasion +9, Sleight of Hand +4, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 17
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Talim adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+4d6). Once per turn, Talim can deal an extra 
  4d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Talim has advantage on attack rolls on any creature 
  that hasn’t taken a turn in combat yet. In addition any hit he 
  scores against a creature that is surprised is a critical hit.
  Uncanny Dodge. When Talim is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Talim is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +2 to hit, reach 
  5 f ., one creature. Hit: 3/ 4 (1d6 / 1d8 – 1) bludgeoning damage.
  Dagger. Melee Weapon Attack: +2 to hit, reach 5f , one creature. 
  Hit 2 (1d4 –1) piercing damage
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  Talim in Your Game
  Talim could make an appearance as a beggar at the door of the 
  party’s home base, af erwards marking it for an extremely well-
  armed and organized break-in the following night (assuming 
  they have a stock of valuables which would be worth the 
  risk). Does the party connect these two events? How does the 
  party deal with an evil character who is at a complete physical 
  disadvantage? 
  Quest Hook. Talim feels that his end is near, and he is 
  determined to go out in a blaze of glory. As much as it disgusts 
  him, he requires the help of an able-bodied party to assault T e 
  Silverhand’s base of operations and settle his 50-year grudge. 
  
  177
  Talim Nezara (level 12)
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 12)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 63 (12d8+0)
  Speed 20 f .
  STR
  9 (–1)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  19 (+4)
  CHA
  20 (+5)
  Saving T rows Dexterity +2, Intelligence +6
  Skills Deception +13, Insight +12, Perception +8, Performance +9, 
  Persuasion +13, Sleight of Hand +6, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 18
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1 (200 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Talim adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+6d6). Once per turn, Talim can deal an extra 
  6d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Talim has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  he hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Talim is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Talim is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Talim can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Talim makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +3 to hit, reach 
  5 f ., one creature. Hit: 3 / 4 (1d6 / 1d8 – 1) bludgeoning damage.
  Dagger. Melee Weapon Attack: +3 to hit, reach 5f , one creature. 
  Hit 2 (1d4 –1) piercing damage 
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  Armed
  Rich
  Cowardly
  Brave/tough
  Poor/not worth it
  Poor/not worth it
  Poor/not
  Links to the guard/rivals
  lives alone
  Right you dolts. Seems some of you are having trouble with 
  my signs. Consider this a re-eduction
  my signs. Consider this a re-eduction
  
  178
  Talim Nezara (level 16)
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 16)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 83 (16d8+0)
  Speed 20 f .
  STR
  10 (+0)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  20 (+5)
  CHA
  20 (+5)
  Saving T rows Dexterity +3, Intelligence +7, Wisdom +10
  Skills Deception +15, Insight +15, Perception +10, Performance +9, 
  Persuasion +15, Sleight of Hand +8, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 20
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 2 (450 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Talim adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+8d6). Once per turn, Talim can deal an extra 
  8d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Talim has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  he hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Talim is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Talim is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Talim can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Talim makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Impostor. Talim can f awlessly mimic another person’s speech, 
  writing, and behavior if he spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. He has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Talim is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +5 to hit, reach 
  5 f ., one creature. Hit: 4 / 5 (1d6 / 1d8 + 0) bludgeoning damage
  Dagger. Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit 3 (1d4 –0) piercing damage
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  incapacitated, and he doesn’t have disadvantage on the 
  Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
   Talim has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  he hits a surprised creature, it is counted as a critical hit.
  When Talim is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  Quarterstaf , Tattered Clothes, Talim’s Blade
  
  179
  Talim Nezara (level 20)
  Medium Humanoid (Human), Neutral Evil
  Class Rogue (lvl 20)
  Background Assassin
  Occupation T ief
  Armor Class 9
  Hit Points 103 (20d8+0)
  Speed 20 f .
  STR
  10 (+0)
  DEX
  7 (–2)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  20 (+5)
  CHA
  20 (+5)
  Saving T rows Dexterity +4, Intelligence +9, Wisdom +11
  Skills Deception +17, Insight +17, Perception +11, Performance +10, 
  Persuasion +17, Sleight of Hand +10, Dice, T ieves’ Tools 
  Senses Dark Vision 60f ., Passive Perception 21
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 3 (700 XP)
  Criminal Contact. Talim has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception, Insight, Persuasion, Sleight of Hand). 
  Talim adds double his prof ciency bonus to skill checks he has 
  expertise with.
  Sneak Attack (+10d6). Once per turn, Talim can deal an extra 
  10d6 damage to one creature he hits with an attack if he has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. He doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and he doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. Talim can take a bonus action on each of his 
  turns during combat. He can use this action to Dash, Disengage, 
  or Hide.
  Assassinate. Talim has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  he hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Talim is hit with an attack from an 
  attacker that he can see, he can use his reaction to halve the 
  attack’s damage.
  Evasion. When Talim is subjected to an ef ect that allows him 
  to make a Dexterity saving throw to only take half damage, he 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Talim can spend seven days and 25gp 
  to create a false identity for himself with established history 
  and connections. He can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe him 
  to be the new identity unless given reason not to.
  Reliable Talent. Whenever Talim makes an ability check that 
  lets him add his prof ciency bonus, he can treat a d20 roll of 9 or 
  lower as a 10.
  Impostor. Talim can f awlessly mimic another person’s speech, 
  writing, and behavior if he spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. He has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Talim is able to hear, he is aware of the location of 
  any hidden or invisible creature within 10 f . of him.
  Death Strike. When Talim hits a surprised target, it must make 
  a Constitution saving throw, DC 19, or take double damage from 
  the attack.
  Elusive. No attack rolls against Talim can have advantage as long 
  as he’s not incapacitated.
  Stroke of Luck. If Talim’s attack misses a target within range, he 
  can turn the miss into a hit. Alternatively, if he fails an ability 
  check, he can treat the d20 roll as a 20. Once he uses this feature 
  he cannot use it again until he f nishes a short or long rest.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +6 to hit, reach 
  5 f ., one creature. Hit: 4 / 5 (1d6 / 1d8 + 0) bludgeoning damage
  Dagger. Melee Weapon Attack: +6 to hit, reach 5f , one creature. 
  Hit 3 (1d4 +0) piercing damage
  Weapons, Armor & Items
  Quarterstaf , Tattered Clothes, Talim’s Blade
  
  180
  Utan Brabus
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 1)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 12 (1d10+2)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +3, Constitution +4
  Skills Athletics +3, History +2, Intimidation +4, Perception +1, 
  Persuasion +4, Dragonchess
  Senses Darkvision 120f , Passive Perception 11
  Languages Common, Elven, Undercommon
  Challenge 1 (200 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for 
  four hours each night. T is grants him the benef t of 
  a long rest.
  Sunlight Sensitivity. Utan has disadvantage on 
  attack rolls and on Perception checks based 
  on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing 
  Lights cantrip, using Charisma as his 
  spellcasting modif er.
  Position of Privilege. Utan can secure an 
  audience with a local noble, is welcome in 
  high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using 
  a melee weapon in one hand and no 
  other weapons, Utan deals +2 damage 
  with it.
  Second Wind. On his turn Utan can 
  use a bonus action to regain 1d10 
  + 1 hit points. Once he uses this 
  feature, he must f nish a long or 
  short rest before using it again.
  Actions
  Longsword. Melee Weapon Attack 
  (Versatile): +3 to hit, reach 5 f ., one creature. 
  Hit: 5 / 6 (1d8 / 1d10 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +5 
  to hit, range 80/320 f ., one creature. Hit: 8 
  (1d8 + 3) piercing damage.
  Overview
  Utan is one of f ve sons, the middle child of a powerful dark elf 
  who rules a vast kingdom deep underground. Utan and each of his 
  brothers grew up in constant competition, vying for the attention 
  and respect of their mother. T ere came a time when their father 
  decided his sons were ready to prove themselves worthy of 
  commanding the legion as powerful warlords.
  T e trials began challenging, but soon became deadly. Two of his 
  four brothers were slain within the f rst month. T e three of them 
  who survived combat with all manner of monstrosities that lurked 
  in the darkness were put to agonizing torture. Cruel dwarves were 
  paid by the queen to hold the brothers captive for weeks in the 
  darkest dungeons at their disposal. T ey were to be beaten, hung 
  upside down, starved, and set to the rack. T ere, another one of 
  his brothers died. Utan and his remaining brother Tuneer were 
  determined to escape, but they knew it would take their combined 
  ef orts, and secretly both of them suspected that only one of them 
  was meant to leave this dungeon alive.
  T ey had been locked in metal cages, adorned with rusty spikes, 
  which hung high over a deep ravine. T ey were close enough to 
  speak to one another, but had nothing to say. Af er many days of  
  waiting for the dwarves to return and put to some new torture, it 
  seemed as though they were lef  for dead. 
  Both Utan and Tuneer would in fact escape the dungeons of the 
  dwarves, but only one of them would go on to command the legion 
  of their kingdom. Such deeds are accounted elsewhere.
  Personality Traits
  “My name is Utan Brabus. Perhaps you’ve heard of me.” Utan’s 
  reputation as a merciless bastard precedes him wherever he goes. 
  He leverages his reputation to get what he wants. 
  Ideals
  “One day, it will all be mine.” He seeks ultimate power, day-
  dreaming about legions of soldiers at his command, and 
  peasants kneeling at his feet.
  Bonds
  “T ey will see that I am worthy. I 
  will make them see.” Utan believes 
  he will one day prove to his family that 
  he is worthy to rule their legions by 
  returning with a legion of his 
  own creation.
  Flaws
  “Don’t you know who I am?!” Utan puts too much 
  stock in his reputation, feeling as if all the folk of the 
  realm should have heard his name. He is also proud 
  to a fault, quick to anger, and of en hears 
  insults and threats where none exist. 
  Roleplaying Utan
  Utan would just as soon spit wine 
  into the face of someone he didn’t like than pretend to be cordial 
  with them. He would be pleased to show such disrespect, and more 
  than prepared if things escalated into a f ght.
  He believes above all else that in order to get what he wants, 
  he must never show weakness. On the rare occasion he meets 
  someone who impresses him, he can become an incredible ally.
  In combat he is very tactical, eliminating the highest threat f rst, 
  then dispatching the remaining threats in descending order.
  “Describe how you might be of use to me,
  then I may let you live.”
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 14sp, 20cp  
  
  181
  Utan Brabus (level 4)
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 4)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 36 (4d10+8)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  18 (+4)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +3, Constitution +4
  Skills Athletics +3, History +2, Intimidation +4, Perception +1, 
  Persuasion +4, Dragonchess
  Senses Darkvision 120f , Passive Perception 11
  Languages Common, Elven, Undercommon
  Challenge 2 (450 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for four hours 
  each night. T is grants him the benef t of a long rest.
  Sunlight Sensitivity. Utan has disadvantage on attack rolls and 
  on Perception checks based on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing Lights cantrip. He 
  may also cast Faerie Fire once per day, using Charisma as his 
  spellcasting modif er.
  Position of Privilege. Utan can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand Utan deals +2 damage with it.
  Second Wind. On his turn Utan can use a bonus action to 
  regain 1d10 + 4 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Utan can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Combat Superiority. Utan has four superiority dice which are 
  d8’s. T ese dice are expended when used and are regained af er a 
  short or long rest. 
  Feinting Attack. Utan can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Parry. Utan can use his reaction to expend one superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by the number rolled + 4.  
  Menacing Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack. He adds the superiority 
  die to the attack’s damage roll. T e target must make a Wisdom 
  saving throw, DC 14, or become frightened by Utan until the 
  end of his next turn.
  Actions
  Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5 f ., 
  one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 f ., 
  one creature. Hit: 9 (1d8 + 4) piercing damage.
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 10gp, 
  14sp, 20cp  
  Empire-building
  Smoke, and the stench of human f lth, f lled Utan’s nostrils as he 
  wiped the blood from his blade and surveyed his new empire. T e 
  inn – stronghold and front for the city’s dominant crime lord – was 
  quickly being reduced to a heaving pit of looting and wholesale 
  destruction, and he sat in the midst, enthroned on a seat of ruin. 
  T e crime lord, or rather his body, sat slumped amongst the 
  broken furniture where he had fallen. Utan didn’t know where his 
  head was, and he didn’t much care. T ose smart enough amongst 
  his men to switch sides when the f ght turned against them now 
  joined in destroying their former hideout. 
  So, this was his legion; a few dozen mongrels barely f t to lick his 
  boots, holding court at a ravaged inn. It was a start.  
  T e door collapsed inwards, and a fresh pack of scum muscled inside. 
   “Nice work!” T eir leader, the largest cur approached him where 
  he sat, as he would approach a friend, an equal. “You and I should 
  talk business.”
  A blow to the head from Utan’s gauntleted f st put him on the ground.  
   “Speak when you are spoken to.” 
  Utan brought his foot down hard again and again as the room 
  watched, their activity suddenly halted. 
   “Understand?” 
   “Y-yes...” T e man whimpered, clutching his shattered face as 
  Utan’s eyes drilled into him, “...sir.” 
  He was lucky Utan was feeling magnanimous in victory. Utan sat 
  and continued to wipe the crime lord’s blood of  his sword with a 
  scrap of the crime lord’s shirt as the man dragged himself away.
   “My name is Utan Brabus. As of today, you work for me.”
   
  
  182
  Utan Brabus (level 8)
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 8)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 72 (8d10+24)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +5, Constitution +6
  Skills Athletics +5, History +3, Intimidation +5, Perception +2, 
  Persuasion +5, Dragonchess
  Senses Darkvision 120f , Passive Perception 12
  Languages Common, Elven, Undercommon
  Challenge 3 (700 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for four hours 
  each night. T is grants him the benef t of a long rest.
  Sunlight Sensitivity. Utan has disadvantage on attack rolls and 
  on Perception checks based on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing Lights cantrip. He may 
  also cast Faerie Fire and Darkness once per day, using Charisma 
  as his spellcasting modif er.
  Position of Privilege. Utan can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Utan deals +2 damage with it.
  Second Wind. On his turn Utan can use a bonus action to 
  regain 1d10 + 8 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Utan can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Combat Superiority. Utan has f ve superiority dice which are 
  d8’s. T ese dice are expended when used and are regained af er a 
  short or long rest. 
  Disarming Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds the superiority die to the attack’s damage roll. 
  T e target must make a Strength saving throw, DC 16, or drop 
  one item of Utan’s choice that it’s holding.
  Feinting Attack. Utan can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Menacing Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack. He adds the superiority 
  die to the attack’s damage roll. T e target must make a Wisdom 
  saving throw, DC 16, or become frightened by Utan until the 
  end of his next turn.
  Parry. Utan can use his reaction to expend one superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by the number rolled + 5.  
  Trip Attack. Utan may expend one superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds the superiority die to the attack’s damage roll. 
  If it is Large or smaller, the target must make a Strength saving 
  throw, DC 16, or fall prone.
  Know Your Enemy. Utan can learn certain information about 
  a creature’s capabilities compared to his own if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Actions
  Extra Attack. Utan can attack twice with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5 f ., 
  one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 15gp, 
  25sp, 80cp  
  Utan in Your Game
  If the party ever encounter Utan, it is likely they will be unaware 
  until it is too late. While in civilization, he travels hooded and 
  cloaked to hide his ancestry unless he is in the right company. 
  He might take the part of a criminal mastermind scheming 
  against the player characters if they infringe on his interests, 
  using his hard-earned leadership skills to manipulate the 
  criminal underworld against them. 
  Quest Hook. Several criminal guilds have had disastrous 
  encounters with a dark elf, who has united several low level 
  gangs into his “legion”. Without their usual inf ghting, these 
  gangs have the potential to drag the entire city into chaos. T e 
  party is of ered a signif cant reward for the dark elf’s head. 
  
  183
  Utan Brabus (level 12)
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 12)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 128 (12d10+60)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  20 (+3)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  14 (+2)
  Saving T rows Strength +6, Constitution +9
  Skills Athletics +6, History +4, Intimidation +6, Perception +3, 
  Persuasion +6, Dragonchess
  Senses Darkvision 120f , Passive Perception 13
  Languages Common, Elven, Undercommon
  Challenge 5 (1,800 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for four hours 
  each night. T is grants him the benef t of a long rest.
  Sunlight Sensitivity. Utan has disadvantage on attack rolls and 
  on Perception checks based on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing Lights cantrip. He may 
  also cast Faerie Fire and Darkness once per day, using Charisma 
  as his spellcasting modif er.
  Position of Privilege. Utan can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Utan deals +2 damage with it.
  Second Wind. On his turn Utan can use a bonus action to 
  regain 1d10 + 12 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Utan can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Combat Superiority. Utan has f ve superiority dice which are 
  d10’s. T ese dice are expended when used and are regained af er 
  a short or long rest. 
  Disarming Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds the superiority die to the attack’s damage roll. 
  T e target must make a Strength saving throw, DC 17, or drop 
  one item of Utan’s choice that it’s holding.
  Evasive Footwork. Utan can expend one superiority die when 
  moving, adding the number rolled to his AC until he stops.
  Feinting Attack. Utan can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Menacing Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack. He adds the superiority 
  die to the attack’s damage roll. T e target must make a Wisdom 
  saving throw, DC 17, or become frightened by Utan until the 
  end of his next turn.
  Parry. Utan can use his reaction to expend one superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by the number rolled + 5.  
  Sweeping Attack. Utan can expend one superiority die when 
  he hits a creature with a melee weapon attack to damage an 
  additional creature. If the creature would have been hit by the 
  original attack roll, is within 5f  of the original target, and within 
  Utan’s reach, it takes damage equal to the number rolled on the 
  superiority die
  Trip Attack. Utan may expend one superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds the superiority die to the attack’s damage roll. 
  If it is Large or smaller, the target must make a Strength saving 
  throw, DC 17, or fall prone.
  Know Your Enemy. Utan can learn certain information about 
  a creature’s capabilities compared to his own if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Indomitable. Once per day, Utan can reroll a failed saving 
  throw. Once he uses this feature, he must f nish a short or long 
  rest before using it again.
  Actions
  Extra Attack. Utan can attack three times with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 f ., 
  one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 4pp, 30gp, 55sp 
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 4pp, 30gp, 55sp 
  , Light Crossbow, Plate Armor, 4pp, 30gp, 55sp 
  
  184
  Utan Brabus (level 16)
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 16)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 180 (16d10+80)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  20 (+3)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  18 (+4)
  Saving T rows Strength +7, Constitution +10
  Skills Athletics +7, History +5, Intimidation +9, Perception +4, 
  Persuasion +9, Dragonchess
  Senses Darkvision 120f , Passive Perception 14
  Languages Common, Elven, Undercommon
  Challenge 7 (2,900 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for four hours 
  each night. T is grants him the benef t of a long rest.
  Sunlight Sensitivity. Utan has disadvantage on attack rolls and 
  on Perception checks based on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing Lights cantrip. He may 
  also cast Faerie Fire and Darkness once per day, using Charisma 
  as his spellcasting modif er.
  Position of Privilege. Utan can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Utan deals +2 damage with it.
  Second Wind. On his turn Utan can use a bonus action to 
  regain 1d10 + 16 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Once per day, on his turn, Utan can take an 
  additional action on top of his normal action and possible bonus 
  action. Once he uses this feature, he must f nish a long or short 
  rest before using it again.
  Combat Superiority. Utan has six superiority dice which are 
  d10’s. T ese dice are expended when used and are regained af er 
  a short or long rest. 
  Disarming Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds the superiority die to the attack’s damage roll. 
  T e target must make a Strength saving throw, DC 18, or drop 
  one item of Utan’s choice that it’s holding.
  Evasive Footwork. Utan can expend one superiority die when 
  moving, adding the number rolled to his AC until he stops.
  Feinting Attack. Utan can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Maneuvering Attack. Utan can expend one superiority die 
  when he hits a creature with a weapon attack to move an ally. He 
  adds the superiority die to the attack’s damage roll. An ally who 
  can see or hear him can use its reaction to move up to half its 
  speed, provoking no opportunity attacks from the target of the 
  attack.
  Menacing Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack. He adds the superiority 
  die to the attack’s damage roll. T e target must make a Wisdom 
  saving throw, DC 18, or become frightened by Utan until the 
  end of his next turn.
  Parry. Utan can use his reaction to expend one superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by the number rolled + 5.  
  Precision Attack. Utan can expend a superiority die when 
  making a weapon attack against a creature, adding the number 
  rolled to the attack roll.
  Sweeping Attack. Utan can expend one superiority die when 
  he hits a creature with a melee weapon attack to damage an 
  additional creature. If the creature would have been hit by the 
  original attack roll, is within 5f  of the original target, and within 
  Utan’s reach, it takes damage equal to the number rolled on the 
  superiority die
  Trip Attack. Utan may expend one superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds the superiority die to the attack’s damage roll. 
  If it is Large or smaller, the target must make a Strength saving 
  throw, DC 18, or fall prone.
  Know Your Enemy. Utan can learn certain information about 
  a creature’s capabilities compared to his own if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Indomitable. Twice per day, Utan can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Relentless. When Utan rolls initiative and has no superiority 
  dice remaining he gains one superiority die.
  Actions
  Extra Attack. Utan can attack three times with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +7 to hit, reach 5 f ., 
  one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 6pp, 70gp, 90sp 
  
  185
  Utan Brabus (level 20)
  Medium Humanoid (Drow), Chaotic Evil
  Class Fighter (lvl 20)
  Background Noble
  Occupation Mercenary
  Armor Class 18 (Plate)
  Hit Points 224 (20d10+100)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  20 (+3)
  INT
  10 (+0)
  WIS
   8 (–1)
  CHA
  20 (+5)
  Saving T rows Strength +8, Constitution +11
  Skills Athletics +8, History +6, Intimidation +11, Perception +5, 
  Persuasion +11, Dragonchess
  Senses Darkvision 120f , Passive Perception 15
  Languages Common, Elven, Undercommon
  Challenge 9 (5,000 XP)
  Fey Ancestry. Utan has advantage on saving throws against 
  being charmed, and magic cannot put him to sleep. 
  Trance. Utan does not sleep. Instead, he meditates for four hours 
  each night. T is grants him the benef t of a long rest.
  Sunlight Sensitivity. Utan has disadvantage on attack rolls and 
  on Perception checks based on sight when he’s in direct sunlight.
  Drow Magic. Utan knows the Dancing Lights cantrip. He may 
  also cast Faerie Fire and Darkness once per day, using Charisma 
  as his spellcasting modif er.
  Position of Privilege. Utan can secure an audience with a local 
  noble, is welcome in high society, and common people will try 
  their best to accommodate him. 
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, Utan deals +2 damage with it.
  Second Wind. On his turn Utan can use a bonus action to 
  regain 1d10 + 20 hit points. Once he uses this feature, he must 
  f nish a long or short rest before using it again.
  Action Surge. Twice per day on his turn, Utan can take one 
  additional action on top of his regular action and a possible 
  bonus action. Once he expends all uses of this feature, he must 
  f nish a short or long rest before using it again.
  Combat Superiority. Utan has six superiority dice which are 
  d12’s. T ese dice are expended when used and are regained af er 
  a short or long rest. 
  Disarming Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack to attempt to disarm the 
  target. He adds the superiority die to the attack’s damage roll. 
  T e target must make a Strength saving throw, DC 19, or drop 
  one item of Utan’s choice that it’s holding.
  Evasive Footwork. Utan can expend one superiority die when 
  moving, adding the number rolled to his AC until he stops.
  Feinting Attack. Utan can expend one superiority dice to 
  choose a creature within 5 f . of him. He gains advantage on his 
  next attack roll against that target and adds the superiority die to 
  attack’s damage roll on a hit.
  Maneuvering Attack. Utan can expend one superiority die 
  when he hits a creature with a weapon attack to move an ally. He 
  adds the superiority die to the attack’s damage roll. An ally who 
  can see or hear him can use its reaction to move up to half its 
  speed, provoking no opportunity attacks from the target of the 
  attack.
  Menacing Attack. Utan can expend one superiority die when 
  he hits a creature with a weapon attack. He adds the superiority 
  die to the attack’s damage roll. T e target must make a Wisdom 
  saving throw, DC 19, or become frightened by Utan until the 
  end of his next turn.
  Parry. Utan can use his reaction to expend one superiority die 
  when damaged by another creature’s melee attack, reducing the 
  damage taken by the number rolled + 5.  
  Precision Attack. Utan can expend a superiority die when 
  making a weapon attack against a creature, adding the number 
  rolled to the attack roll.
  Sweeping Attack. Utan can expend one superiority die when 
  he hits a creature with a melee weapon attack to damage an 
  additional creature. If the creature would have been hit by the 
  original attack roll, is within 5f  of the original target, and within 
  Utan’s reach, it takes damage equal to the number rolled on the 
  superiority die
  Trip Attack. Utan may expend one superiority die when he hits 
  a creature with a weapon attack to attempt to knock the target 
  down. He adds the superiority die to the attack’s damage roll. 
  If it is Large or smaller, the target must make a Strength saving 
  throw, DC 19, or fall prone.
  Know Your Enemy. Utan can learn certain information about 
  a creature’s capabilities compared to his own if he spends at 
  least one minute observing or interacting with it outside of 
  combat. He can discern if the creature is his equal, superior, or 
  inferior in up to two categories: Strength score, Dexterity score, 
  Constitution score, Armor Class, current hit points, total class 
  levels, or Fighter class levels.
  Indomitable. T ree times per day, Utan can reroll a failed saving 
  throw. Once he expends all uses of this feature, he must f nish a 
  short or long rest before using it again.
  Relentless. When Utan rolls initiative and has no superiority 
  dice remaining he gains one superiority die.
  Actions
  Extra Attack. Utan can attack four times with each Attack action.
  Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 f ., 
  one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 f ., 
  one creature. Hit: 10 (1d8 + 5) piercing damage.
  Weapons, Armor & Items
  Blade of Dagr-Nath, Light Crossbow, Plate Armor, 10pp, 150gp, 
  200sp  
  
  186
  Yrla Silverhand
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 1)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 10 (1d8+2)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  15 (+2)
  CON
  15 (+2)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Saving T rows Dexterity +4, Intelligence+3
  Skills Acrobatics +4, Deception +4,  Insight +5, Perception +3, 
  Sleight of Hand +4, Stealth +4, Playing Cards, T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 13
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1/2 (100 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception and Insight). Yrla adds double 
  her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+1d6). Once per turn, Yrla 
  can deal an extra 1d6 damage to one 
  creature she hits with an attack if she 
  has advantage on the attack roll. T e 
  attack must use a f nesse or ranged 
  weapon. She doesn’t need advantage 
  on the attack roll if another enemy 
  of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and 
  she doesn’t have disadvantage on the 
  attack roll.
  Actions
  Metal Hand. Melee Weapon Attack: +2 to 
  hit, reach 5 f ., one creature. Hit: 4 (1d6 + 0) 
  bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 
  to hit, range 100/400 f ., one creature. Hit: 8 
  (1d10 + 2) piercing damage.
  Overview
  Yrla Silverhand formed the Two Blades 
  assassins’ guild 50 years ago. Her partner, 
  Talim (p.174), turned on her af er they’d 
  killed their target, hoping for her share of the bounty. She lost 
  her partner and her right hand, but gained an idea. Two assassins 
  are sent af er a target, each tasked with killing the other once the 
  deed is done. T e promise of twice the pay attracts the greedy, and 
  the promise of testing their mettle against other assassins attracts 
  the bloodthirsty. Yrla treats her “boys” like an extended family or, 
  perhaps more accurately, favored pets, yet also has a (very well 
  disguised) sadistic glee at setting them of  to kill one another.   
  If a threat presents itself, Yrla is willing to make a deal to save her 
  own skin, and has the resources to back it up. However, should any 
  opportunity arise to get back at her enemies, she will take it for the 
  sake of her pride. 
  Her of  ce is a death-trap; concealed crossbows are rigged to riddle 
  the area across her desk with quarrels and her own custom heavy 
  crossbow is never out of reach. In combat, she replaces her silver 
  hand with a specially designed windlass mechanism, allowing her 
  to reload with ease, despite her injury.
  Personality Traits
  “I got to where I am today by being the best. Don’t dare suggest 
  otherwise.” Yrla is convinced that no one else could have been 
  through what she has and come out on top, that she and she alone 
  had the necessary wits and skill.  
  Ideals
  “I’m no-one’s fool.” Yrla has been surprised and outwitted once, 
  and has vowed that this will never happen again. If she even 
  remotely expects the other party will try to outsmart or double 
  cross her, the deal simply will not be made (and she’ll 
  probably send a few quarrels their way for their trouble).
  Bonds
  “He’s dead. I put a bolt in the bastard and he went down 
  like a sack of rocks. He’s dead.” Yrla is terrif ed of the 
  thought that Talim survived their last encounter 
  and will return some day. Her paranoia 
  surrounding this colors her interactions with 
  any newcomers. 
  Flaws
  “Get to the point; what’s in it for me?” Yrla 
  only truly trusts and respects herself. Short 
  of her life being on the line, nothing will 
  make her accept a deal where she gets less 
  than the other party on principle. 
  Roleplaying Yrla
  Yrla isn’t one to miss an opportunity. If she’s 
  faced with an opening she can use to her benef t, 
  she will take it. Like many dwarves, she is proud 
  and stubborn and her sadistic 
  streak means she will not forget 
  or forgive any slight. 
  Her underlings appreciate the life 
  of relative luxury she af ords them, 
  attempting to move up in her favor and, 
  understandably, trying to avoid forming too strong 
  a connection with other members.
  “Not another step. I didn’t get to where 
  I am today by missing.”
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 36sp, 10gp 
  
  187
  Yrla Silverhand (level 4)
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 4)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 35 (4d8+12)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Saving T rows Dexterity +4, Intelligence+3
  Skills Acrobatics +5, Deception +4,  Insight +5, Perception +3, 
  Sleight of Hand +5, Stealth +5, Playing Cards, T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 13
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 1 (200 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Deception and Insight). Yrla adds double her 
  prof ciency bonus to skill checks she has expertise with.
  Sneak attack (+2d6). Once per turn, Yrla can deal an extra 
  2d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Yrla can take a 
  Dash, Dodge, Disengage, or Hide action.
  Assassinate. Yrla has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Actions
  Metal Hand. Melee Weapon Attack: +2 to hit, reach 5 f ., one 
  creature. Hit: 4 (1d6 + 0) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 
  f ., one creature. Hit: 9 (1d10 + 3) piercing damage.
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 40sp, 14gp 
  Defense
  As she of en was, Yrla was still at her desk well past dusk. She 
  wore a satisf ed sneer as she went through the week’s lists. She had 
  guessed every outcome correctly: she nearly always did. A noise 
  outside her window interrupted her musings and she sat bolt 
  upright. You didn’t get where she was without taking any threat 
  seriously. Looking around, she took in each of her traps in turn, 
  all rigged to hit various points in the room, her eyes resting at last 
  on the large, custom crossbow that she’d had to commission to be 
  compatible with her… condition.
  Talim.
  She remembered the night. She’d taken care of the guards from 
  afar, while he’d snuck into the mansion for the target. Some baron 
  or other, she seemed to remember. T eir tracks would have shown 
  their escape route in the snow, so they made their way out through 
  the sewers.
  Talim had been acting strange all day. Still reckless, still deadly, but 
  strange. She wondered if their employer had of ered him the same deal 
  as her. She’d turned him down, naturally, but that was a lot of coin. 
  He was f rst up the ladder onto the street. As Yrla ascended, she 
  saw Talim drawing his dagger and, across the street from him, a 
  stranger, hooded and cloaked. 
  He’d taken the deal. 
  Yrla could load and f re a crossbow faster than anyone, but not 
  faster than Talim could draw a dagger. She remembered moonlight 
  on the blade as it came down. She remembered a jolt as it caught 
  her in the arm, as if she had caught a blow while sparring. She 
  remembered no pain as she fell, registering only distantly that her 
  hand lay in the snow beside her. 
  Talim ran. With all her strength, she hoisted up the crossbow as her 
  vision dimmed. T e bolt whistled into the night. A blurred f gure 
  collapsed to the ground. And she remembered nothing more.
  Yrla twitched open the curtains to peer through the snow into the 
  street below. No, not Talim. 
  Just some old beggar. 
  
  188
  Yrla Silverhand (level 8)
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 8)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 67 (8d8+24)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Saving T rows Dexterity +7, Intelligence+4
  Skills Acrobatics +10, Deception +6,  Insight +7, Perception +7, 
  Sleight of Hand +7, Stealth +7, Playing Cards, T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 17
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 3 (700 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Acrobatics, Deception, Insight, and Perception). 
  Yrla adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+4d6). Once per turn, Yrla can deal an extra 
  4d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Yrla can take a 
  Dash, Dodge, Disengage, or Hide action.
  Assassinate. Yrla has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Yrla is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Yrla is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Actions
  Metal Hand. Melee Weapon Attack: +3 to hit, reach 5 f ., one 
  creature. Hit: 4 (1d6 + 0) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 
  f ., one creature. Hit: 10 (1d10 + 4) piercing damage.
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 75sp, 24gp 
  Yrla in Your Game
  Yrla might become involved with the party if they catch the 
  attention of a villain rich enough to employ the Two Blades to 
  go af er them. Alternatively, she may send representatives in an 
  attempt to make an of er of employment to any characters she 
  deems to have a ‘promising future’ on her books.  
  Quest Hook. T e party unwittingly slay a target the Two Blades 
  were seeking. Yrla seeks them out and of ers them the payment 
  for the job (and promises of further employment) if they will 
  f nd and kill the two assassins assigned to the target. 
  
  189
  Yrla Silverhand (level 12)
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 12)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 99 (12d8+36)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  14 (+2)
  CHA
  11 (+0)
  Saving T rows Dexterity +9, Intelligence+5
  Skills Acrobatics +13, Deception +8,  Insight +10, Perception +10, 
  Sleight of Hand +9, Stealth +9, Playing Cards, 
  T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 20
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 5 (1,800 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Acrobatics, Deception, Insight, and Perception). 
  Yrla adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+6d6). Once per turn, Yrla can deal an extra 
  6d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Yrla can take a 
  Dash, Dodge, Disengage, or Hide action.
  Assassinate. Yrla has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Yrla is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Yrla is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Yrla can spend seven days and 25gp to 
  create a false identity for herself with established history and 
  connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Yrla makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Actions
  Metal Hand. Melee Weapon Attack: +4 to hit, reach 5 f ., one 
  creature. Hit: 4 (1d6 + 0) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 
  f ., one creature. Hit: 11 (1d10 + 5) piercing damage.
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 120sp, 40gp 
  Week 5 lists - stakes to Yrla by sunset
    Davin - Gretka
   1/14 - 13/2
  Jinal - Lothri
  15/8 - 2/5
   Shathaza - Mikel
      13/5 - 3/10
  Norris - Tanner
  6/5 - 4/6
    Vanara - Kovig
     2/9  -  3/1
  
  190
  Reliable Talent. When Yrla makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Impostor. Yrla can f awlessly mimic another person’s speech, 
  writing, and behavior if she spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. She has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Yrla is able to hear, she is aware of the location of 
  any hidden or invisible creatures within 10 feet of her.
  Actions
  Metal Hand. Melee Weapon Attack: +5 to hit, reach 5 f ., one 
  creature. Hit: 4 (1d6 + 0) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 f ., one creature. Hit: 11 (1d10 + 5) piercing damage.
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 200sp, 80gp 
  Yrla Silverhand (level 16)
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 16)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 131 (16d8+48)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  16 (+3)
  CHA
  11 (+0)
  Saving T rows Dexterity +10, Intelligence+6, Wisdom +8
  Skills Acrobatics +15, Deception +10,  Insight +13, Perception +13, 
  Sleight of Hand +10, Stealth +10, Playing Cards, 
  T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 23
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 6 (2,300 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Acrobatics, Deception, Insight, and Perception). 
  Yrla adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+8d6). Once per turn, Yrla can deal an extra 
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Yrla can take a 
  Dash, Dodge, Disengage, or Hide action.
  Assassinate. Yrla has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Yrla is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Yrla is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Yrla can spend seven days and 25gp to 
  create a false identity for herself with established history and 
  connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  8d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
   On her turn, as a bonus action, Yrla can take a 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  attacker that she can see, she can use her reaction to halve the 
   When Yrla is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
   Yrla can spend seven days and 25gp to 
  create a false identity for herself with established history and 
  someone else. When disguised this way, people will believe her 
  
  191
  Yrla Silverhand (level 20)
  Medium Humanoid (Mountain Dwarf), Neutral Evil
  Class Rogue (lvl 16)
  Background Assassin
  Occupation Guild Leader
  Armor Class 17 (Halfplate)
  Hit Points 163 (20d8+63)
  Speed 25 f .
  STR
  11 (+0)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  13 (+1)
  WIS
  16 (+3)
  CHA
  11 (+0)
  Saving T rows Dexterity +10, Intelligence+6, Wisdom +8
  Skills Acrobatics +15, Deception +10,  Insight +13, Perception +13, 
  Sleight of Hand +10, Stealth +10, Playing Cards, 
  T ieves’ Tools
  Senses Darkvision 60f , Passive Perception 23
  Languages Common, Dwarvish, T ieves’ Cant
  Challenge 7 (2,900 XP)
  Dwarven Resilience. Yrla has advantage on saving throws 
  against poison, and resistance to poison damage.
  Criminal Contact. Yrla has a contact in the criminal network, 
  and can send and receive messages to them through various 
  means, even over great distances. 
  Expertise (Acrobatics, Deception, Insight, and Perception). 
  Yrla adds double her prof ciency bonus to skill checks she has 
  expertise with.
  Sneak attack (+10d6). Once per turn, Yrla can deal an extra 
  10d6 damage to one creature she hits with an attack if she has 
  advantage on the attack roll. T e attack must use a f nesse or 
  ranged weapon. She doesn’t need advantage on the attack roll if 
  another enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and she doesn’t have disadvantage on the 
  attack roll.
  Cunning Action. On her turn, as a bonus action, Yrla can take a 
  Dash, Dodge, Disengage, or Hide action.
  Assassinate. Yrla has advantage on attack rolls against any 
  creature that hasn’t taken a turn in combat yet. Additionally, if 
  she hits a surprised creature, it is counted as a critical hit.
  Uncanny Dodge. When Yrla is hit with an attack from an 
  attacker that she can see, she can use her reaction to halve the 
  attack’s damage.
  Evasion. When Yrla is subjected to an ef ect that allows her to 
  make a Dexterity saving throw to only take half damage, she 
  takes no damage on a successful saving throw and half damage 
  on a failed one.
  Inf ltration Expertise. Yrla can spend seven days and 25gp to 
  create a false identity for herself with established history and 
  connections. She can’t establish an identity that belongs to 
  someone else. When disguised this way, people will believe her 
  to be the new identity unless given reason not to.
  Reliable Talent. When Yrla makes an ability check that lets her 
  add her prof ciency bonus she can treat a d20 roll of a 9 or lower 
  as a 10.
  Impostor. Yrla can f awlessly mimic another person’s speech, 
  writing, and behavior if she spends at least three hours studying 
  the person’s speech, hand writing, and mannerisms. She has 
  advantage on any Deception check made to avoid detection.
  Blindsense. If Yrla is able to hear, she is aware of the location of 
  any hidden or invisible creatures within 10 feet of her.
  Death Strike. When Yrla hits a surprised target, it must make a 
  Constitution saving throw, DC 19, or take double damage from 
  the attack.
  Elusive. No attack roll can have advantage against Yrla unless 
  she is incapacitated. 
  Stroke of Luck. If Yrla’s attack misses a target within range, she 
  can turn the miss into a hit. Alternatively, if she fails an ability 
  check, she can treat the d20 roll as a 20. Once she uses this 
  feature she cannot use it again until she f nishes a short or long 
  rest.
  Actions
  Metal Hand. Melee Weapon Attack: +6 to hit, reach 5 f ., one 
  creature. Hit: 4 (1d6 + 0) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range 
  100/400 f ., one creature. Hit: 11 (1d10 + 5) piercing damage.
  Weapons, Armor & Items
  Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes, 
  Pipe, Silver Choker (4gp), 250sp, 160gp 
  
  192
  Generic NPCs
  T is section contains examples of unnamed NPCs that can be 
  used individually, or in groups. T eir attributes, skills, features, 
  and actions have been carefully chosen to provide many dif erent 
  encounter possibilities with dif erent challenge ratings.
  Individual Encounter Table
  T e following table can be used to generate a random NPC from 
  this section. T ey are arranged by challenge rating if you are 
  looking to f t a particular encounter.
  d100
  CR
  Title
  Page
  1-2
  1/8
  Basic Brigand
  194
  3-4
  1/8
  Basic Ruf  an
  198
  5-6
  1/4
  Average Brigand
  194
  7-8
  1/4
  Average Ruf  an
  198
  9-10
  1/4
  Basic T ief
  206
  11-12
  1/4
  Basic Bandit
  210
  13-14
  1/2
  Skilled Brigand
  195
  15-16
  1/2
  Skilled Ruf  an
  199
  17-18
  1/2
  Basic Swindler
  202
  19-20
  1/2
  Average T ief
  206
  21-22
  1/2
  Average Bandit
  211
  23-24
  1/2
  Basic Assassin
  214
  25-26
  1
  Elite Brigand
  195
  27-28
  1
  Average Swindler
  203
  29-30
  1
  Skilled T ief
  207
  31-32
  1
  Beginner T ief Boss
  208
  33-34
  1
  Average Assassin
  215
  35-36
  2
  Elite Ruf  an
  199
  37-38
  2
  Skilled Swindler
  203
  39-40
  2
  Elite T ief
  207
  41-42
  2
  Skilled Bandit
  211
  43-44
  2
  Skilled Assassin
  215
  45-46
  3
  Legendary Brigand
  195
  47-48
  3
  Legendary Ruf  an
  199
  49-50
  3
  Elite Swindler
  203
  51-52
  3
  Legendary T ief
  207
  53-54
  3
  Intermediate T ief Boss
  208
  55-56
  3
  Elite Bandit
  211
  57-58
  3
  Elite Assassin
  215
  59-60
  4
  Beginner Brigand Boss
  196
  61-62
  4
  Beginner Ruf  an Boss
  200
  63-64
  4
  Legendary Swindler
  204
  65-66
  4
  Beginner Bandit Boss
  212
  67-68
  4
  Legendary Assassin
  215
  69-70
  4
  Beginner Assassin Boss
  216
  71-72
  5
  Intermediate Brigand Boss
  196
  73-74
  5
  Advanced T ief Boss
  209
  75-76
  5
  Legendary Bandit
  211
  77-78
  6
  Intermediate Ruf  an Boss
  200
  79-80
  6
  Intermediate Bandit Boss
  212
  81-82
  6
  Intermediate Assassin Boss
  216
  83-84
  7
  Advanced Brigand Boss
  197
  85-86
  8
  Advanced Ruf  an Boss
  201
  87-88
  8
  Advanced Assassin Boss
  217
  89-90
  9
  Advanced Bandit Boss
  213
  91-100
  -
  Roll twice, ignoring results of 91-100
  -
  Group Encounter Tables
  For generating encounter groups quickly and easily, you have 
  the following tables. You can either generate the group randomly 
  by rolling a d8 or choose a group according to the cumulative 
  challenge rating. If you want to add a bit more challenge to 
  any group, consider adding a named character from the earlier 
  chapters in this book, or one of the mini bosses found in each sub 
  category of generic NPCs.
  Brigands
  T e party is most likely to encounter a rowdy group of brigands in 
  a tavern or inn, or at a trading post—any establishment that serves 
  good ale (bad ale will, almost def nitely, be suf  cient).
  d8
  CR
  Group Members
  1
  1/2
  2 Basic Brigands, 1 Average Brigand
  2
  1
  4 Basic Brigands, 2 Average Brigands, 1 Skilled 
  Brigand
  3
  3
  8 Basic Brigands, 4 Average Brigands, 2 Skilled 
  Brigands
  4
  4
  4 Basic Brigands, 2 Average Brigands, 1 Skilled 
  Brigand, 1 Elite Brigand
  5
  6
  8 Basic Brigands, 4 Average Brigands, 2 Skilled 
  Brigands, 1 Legendary Brigand
  6
  7
  4 Basic Brigands, 2 Average Brigands, 1 Skilled 
  Brigand, 1 Beginner Brigand Boss
  7
  8
  4 Basic Brigands, 2 Average Brigands, 1 Skilled 
  Brigand, 1 Intermediate Brigand Boss
  8
  10
  4 Basic Brigands, 2 Average Brigands, 1 Skilled 
  Brigand, 1 Advanced Brigand Boss
  Ruffians
  T e party may be set upon by a group of ruf  ans while exploring 
  the streets or alley ways of most settlements. An encounter could 
  happen at any time of day, but are especially common at night, and 
  particularly if the ruf  ans can get the drop on the party.
  d8
  CR
  Group Members
  1
  1/2
  4 Basic Ruf  ans
  2
  1
  6 Basic Ruf  ans, 2 Average Ruf  ans
  3
  2
  8 Basic Ruf  ans, 2 Average Ruf  ans, 1 Skilled 
  Ruf  an
  
  193
  4
  4
  4 Average Ruf  ans, 2 Skilled Ruf  ans, 1 Elite 
  Ruf  an
  5
  6
  6 Average Ruf  ans, 3 Skilled Ruf  ans, 1 Legendary 
  Ruf  an
  6
  8
  4 Average Ruf  ans, 2 Skilled Ruf  ans, 1 Elite 
  Ruf  an, 1 Beginner Ruf  an Boss
  7
  10
  4 Average Ruf  ans, 2 Skilled Ruf  ans, 1 Elite 
  Ruf  an, 1 Intermediate Ruf  an Boss
  8
  12
  4 Average Ruf  ans, 2 Skilled Ruf  ans, 1 Elite 
  Ruf  an, 1 Advanced Ruf  an Boss
  Swindlers
  Swindlers can be found in any decent-sized settlement where there 
  are easy marks to be found. Adventurers of en have a great deal of 
  wealth, so are a tempting target for swindlers, who may approach 
  them in a variety of ways, depending on the preferred con.
  d8
  CR
  Group Members
  1
  1
  2 Basic Swindlers
  2
  2
  2 Basic Swindlers, 1 Average Swindler
  3
  4
  2 Average Swindlers, 1 Skilled Swindler
  4
  5
  2 Average Swindlers, 1 Elite Swindler
  5
  6
  2 Average Swindlers, 1 Legendary Swindler
  6
  7
  2 Skilled Swindlers, 1 Elite Swindler
  7
  8
  2 Skilled Swindlers, 1 Legendary Swindler
  8
  10
  2 Elite Swindlers, 1 Legendary Swindler
  Thieves
  T ieves are a constant annoyance everywhere, whether burglars 
  in the night or pickpockets in a bustling market, but organized 
  groups can become a real menace.
  d8
  CR
  Group Members
  1
  1
  4 Basic T ieves
  2
  2
  4 Basic T ieves, 2 Average T ieves
  3
  3
  4 Basic T ieves, 2 Average T ieves, 1 Skilled T ief
  4
  4
  2 Average T ieves, 1 Skilled T ief, 1 Elite T ief
  5
  4
  4 Basic T ieves, 2 Average T ieves, 1 Beginner 
  T ief Boss
  6
  5
  1 Elite T ief, 1 Legendary T ief
  7
  7
  4 Average T ieves, 2 Skilled T ieves, 1 
  Intermediate T ief Boss
  8
  9
  2 Skilled T ieves, 1 Elite T ief, 1 Advanced T ief 
  Boss
  Bandits
  T e party is most likely to encounter bandits out on the road, 
  representing a band of criminals living on what they can take 
  from travelers by force. However, bandit encounters can also take 
  place in settlements, where these strong enemies are the elite of a 
  criminal enterprise.
  d8
  CR
  Group Members
  1
  1
  4 Basic Bandits
  2
  2
  4 Basic Bandits, 2 Average Bandits
  3
  4
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit
  4
  7
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit, 1 Elite Bandit
  5
  8
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit, 1 Beginner Bandit Boss
  6
  9
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit, 1 Legendary Bandit
  7
  10
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit, 1 Intermediate Bandit Boss
  8
  13
  4 Basic Bandits, 2 Average Bandits, 1 Skilled 
  Bandit, 1 Advanced Bandit Boss
  Assassins
  Assassins might strike at the party anywhere, dependent on their 
  preferred tactics: a noble’s ball, their sleeping quarters in the dead 
  of night, or out on the road far away from any witnesses—any of 
  these could be the setting of a devastating surprise attack.
  d8
  CR
  Group Members
  1
  1
  2 Basic Assassins
  2
  2
  2 Average Assassins
  3
  3
  1 Average Assassin, 1 Skilled Assassin
  4
  5
  1 Skilled Assassin, 1 Elite Assassin
  5
  6
  1 Skilled Assassin, 1 Legendary Assassin
  6
  8
  2 Skilled Assassins, 1 Beginner Assassin Boss
  7
  10
  2 Skilled Assassins, 1 Intermediate Assassin Boss
  8
  12
  2 Skilled Assassins, 1 Advanced Assassin Boss
  
  194
  Brigands
  Brigands are the lowest level of criminal scum. Most are simply 
  dumb, violent and, more of en than not, drunk, rather than 
  actively malicious. T is is not to say, however, that they do not 
  pose a threat should one get on the wrong side of them; a 
  broken bottle to the face is just as unpleasant whether or not 
  the person wielding it has a higher purpose in mind. 
  It is rare to f nd brigands in the employ of criminal 
  organizations; they are simply below most guilds’ attention, 
  and mostly lack the determination or viciousness to pledge 
  themselves to such. T at being said, if the Jackdaws have need of 
  a sudden inf ux of men, regardless of quality or skill, they may 
  become rather generous with the ale at the lower class taverns. 
  Brigands don’t of en have much on them other than their armor 
  and weapons (if they even have those), but here is a handy table to 
  quickly generate items for loot drops:
  d12
  Item(s)
  1-5
  A coin purse with 1d4 cp.
  6-8
  A coin purse with 1d6 cp, and 1d4 sp.
  9-10
  A coin purse with 1d8 cp, 1d6 sp, and 1d4 ep.
  11
  A coin purse with 1d10 cp, 1d8 sp, 1d6 ep, and 1d4 gp.
  12
  Roll twice for this loot drop.
  Basic Brigand
  Medium Humanoid (Any Race), Neutral
  Armor Class 11 (Leather)
  Hit Points 12 (2d8 + 3)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  8 (-1)
  WIS
  6 (-2)
  CHA
  10 (+0)
  Saving T rows Strength +2, Constitution +2
  Skills Athletics +2 
  Senses Passive Perception 8
  Languages Any one language (usually Common)
  Challenge 1/8 (25 XP)
  Tavern Fighter. T e basic brigand has prof ciency with 
  improvised weapons found in most taverns.
  Actions
  Dagger. Melee Weapon Attack: +2 to hit, reach 5f , one target. Hit: 
  3 (1d4 + 1) piercing damage.
  Ale Mug. Melee or Ranged Weapon Attack: +1 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 1 (1d2) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +2 to hit, reach 5f , one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.
  Average Brigand
  Medium Humanoid (Any Race), Neutral
  Armor Class 12 (Std. Leather)
  Hit Points 24 (4d10 + 2)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  11 (+0)
  CON
  13 (+1)
  INT
  9 (-1)
  WIS
  7 (-2)
  CHA
  11 (+0)
  Saving T rows Strength +4, Constitution +3
  Skills Athletics +4 
  Senses Passive Perception 8
  Languages Any one language (usually Common)
  Challenge 1/4 (50 XP)
  Tavern Fighter. T e average brigand has prof ciency with 
  improvised weapons found in most taverns.
  Actions
  Club. Melee Weapon Attack: +4 to hit, reach 5f , one target. Hit: 4 
  (1d4 + 2) bludgeoning damage.
  Ale Mug. Melee or Ranged Weapon Attack: +2 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 1 (1d2) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +4 to hit, reach 5f , one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.
  
  195
  Skilled Brigand
  Medium Humanoid (Any Race), Neutral
  Armor Class 13 (Hide)
  Hit Points 36 (5d12 + 4)
  Speed 30 f .
  STR
  15 (+2)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  8 (-1)
  CHA
  12 (+1)
  Saving T rows Strength +5, Constitution +5
  Skills Athletics +5, Intimidation +4 
  Senses Passive Perception 9
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Tavern Fighter. T e skilled brigand has prof ciency with 
  improvised weapons found in most taverns.
  Actions
  Mace. Melee Weapon Attack: +5 to hit, reach 5f , one target. Hit: 5 
  (1d6 + 2) bludgeoning damage.
  Ale Mug. Melee or Ranged Weapon Attack: +4 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 2 (1d2 + 1) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +5 to hit, reach 5f , one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Elite Brigand
  Medium Humanoid (any race), Neutral
  Armor Class 14 (Chain Shirt)
  Hit Points 48 (2d10 + 37)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  9 (-1)
  CHA
  13 (+1)
  Saving T rows Strength +7, Constitution +6
  Skills Athletics +7, Intimidation +5 (prof ciency +4)
  Senses Passive Perception 9
  Languages Any one language (usually Common)
  Challenge 1 (200 XP)
  Tavern Fighter. T e elite brigand has prof ciency with 
  improvised weapons found in most taverns.
  Fighting Style (Dueling). When the elite brigand is wielding a 
  melee weapon in one hand and no other weapons, they gain +2 
  bonus to damage rolls with that weapon.
  Second Wind. On their turn the elite brigand can use a bonus 
  action to heal for 1d10 + 1. Once they uses this feature they 
  must f nish a long or short rest before using it again.
  Actions
  Multiattack. T e elite brigand makes two melee or ranged attacks.
  Mace. Melee Weapon Attack: +7 to hit, reach 5f , one target. Hit: 8 
  (1d6 + 5) bludgeoning damage.
  Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 2 (1d2 + 1) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +7 to hit, reach 5f , one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.
  legendary Brigand
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Chain Shirt)
  Hit Points 56 (4d12 + 30)
  Speed 40 f .
  STR
  17 (+3)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +8, Constitution +8
  Skills Athletics +8, Intimidation +7 
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 3 (700 XP)
  Tavern Fighter. T e legendary brigand has prof ciency with 
  improvised weapons found in most taverns.
  Rage. Two times per day, on their turn, the legendary brigand 
  can enter a rage as a bonus action. T ey gain advantage on 
  Strength checks and Strength saving throws, a +2 bonus to 
  damage when making Strength based melee attacks, and 
  resistance to slashing, piercing, and bludgeoning damage. 
  Rage lasts for 1 minute; it ends early if their turn ends and they 
  haven’t attacked a hostile creature since their last turn or taken 
  damage since then. T ey can also end their rage on their own as 
  a bonus action. Rage recharges af er a long rest.
  Reckless Attack. T e legendary brigand may decide to attack 
  recklessly, giving themselves advantage on all attack rolls. If they 
  decide to do this, any attacks made against them are also done 
  with advantage.
  Danger Sense. T e legendary brigand has advantage on 
  Dexterity saving throws against ef ects they can see, such as 
  traps and spells. 
  Frenzy. When raging, the legendary brigand can make a single 
  melee weapon attack on each of their turns as a bonus action. 
  When their rage ends, they suf er one level of exhaustion.
  Actions
  Multiattack. T e legendary brigand makes two melee or ranged 
  attacks. When raging, they can also make one additional melee 
  attack as a bonus action (see Frenzy).
  Greatclub. Melee Weapon Attack: +8 to hit, reach 5f , one target. 
  Hit: 9 (1d8 + 3) bludgeoning damage (+2 when raging).
  Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5f , one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.
  
  196
  Beginner Brigand Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 
  Hit Points 52 (5d12 + 20)
  Speed 40 f .
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  15 (+2)
  Saving T rows Strength +7, Constitution +7
  Skills Athletics +7, Intimidation +5 
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Tavern Fighter. T e beginner brigand boss has prof ciency with 
  improvised weapons found in most taverns.
  Rage. T ree times per day, on their turn, the beginner brigand 
  boss can enter a rage as a bonus action. T ey gain advantage 
  on Strength checks and Strength saving throws, a +2 bonus 
  to damage when making Strength based melee attacks, and 
  resistance to slashing, piercing, and bludgeoning damage. 
  Rage lasts for 1 minute; it ends early if their turn ends and they 
  haven’t attacked a hostile creature since their last turn or taken 
  damage since then. T ey can also end their rage on their own as 
  a bonus action. Rage recharges af er a long rest.
  Reckless Attack. T e beginner brigand boss may decide to 
  attack recklessly, giving themselves advantage on all attack rolls. 
  If they decide to do this, any attacks made against them are also 
  done with advantage.
  Danger Sense. T e beginner brigand boss has advantage on 
  Dexterity saving throws against ef ects they can see, such as 
  traps and spells. 
  Frenzy. When raging, the beginner brigand boss can make a 
  single melee weapon attack on each of their turns as a bonus 
  action. When their rage ends, they suf er one level of exhaustion.
  Actions
  Multiattack. T e beginner brigand boss makes two melee or 
  ranged attacks. When raging, they can also make one additional 
  melee attack as a bonus action (see Frenzy).
  Maul. Melee Weapon Attack: +7 to hit, reach 5f , one target. Hit: 
  13 (2d6 + 4) bludgeoning damage (+2 when raging).
  Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5f , one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Intermediate Brigand Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 17 
  Hit Points 84 (8d12 + 32)
  Speed 40 f .
  STR
  19 (+4)
  DEX
  15 (+2)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  16 (+2)
  Saving T rows Strength +7, Constitution +8
  Skills Athletics +7, Intimidation +5
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 5 (1,800 XP)
  Tavern Fighter. T e intermediate brigand boss has prof ciency 
  with improvised weapons found in most taverns.
  Rage. Four times per day, on their turn, the intermediate 
  brigand boss can enter a rage as a bonus action. T ey gain 
  advantage on Strength checks and Strength saving throws, a +2 
  bonus to damage when making Strength based melee attacks, 
  and resistance to slashing, piercing, and bludgeoning damage. 
  Rage lasts for 1 minute; it ends early if their turn ends and they 
  haven’t attacked a hostile creature since their last turn or taken 
  damage since then. T ey can also end their rage on their own as 
  a bonus action. Rage recharges af er a long rest.
  Reckless Attack. T e intermediate brigand boss may decide to 
  attack recklessly, giving themselves advantage on all attack rolls. 
  If they decide to do this, any attacks made against them are also 
  done with advantage.
  Danger Sense. T e intermediate brigand boss has advantage 
  on Dexterity saving throws against ef ects they can see, such as 
  traps and spells. 
  Frenzy. When raging, the intermediate brigand boss can make 
  a single melee weapon attack on each of their turns as a bonus 
  action. When their rage ends, they suf er one level of exhaustion.
  Mindless Rage. T e intermediate brigand boss can’t be charmed 
  or frightened while raging. If they enter a rage while charmed or 
  frightened, the ef ect is suspended for the duration of the rage.
  Feral Instinct. T e intermediate brigand boss has advantage on 
  initiative rolls. In addition, if they are surprised at the beginning 
  of combat and aren’t incapacitated, they may act normally 
  during their f rst turn, but only if they enter a rage before doing 
  anything else.
  Actions
  Multiattack. T e intermediate brigand boss makes two melee or 
  ranged attacks. When raging, they can also make one additional 
  melee attack as a bonus action (see Frenzy).
  Maul. Melee Weapon Attack: +7 to hit, reach 5f , one target. Hit: 
  13 (2d6 + 4) bludgeoning damage (+2 when raging).
  Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +7 to hit, reach 5f , one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  
  197
  Advanced Brigand Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 18 
  Hit Points 138 (12d12 + 60)
  Speed 40 f .
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  20 (+5)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  16 (+2)
  Saving T rows Strength +9, Constitution +9
  Skills Athletics +9, Intimidation +7
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 7 (2,900 XP)
  Tavern Fighter. T e advanced brigand boss has prof ciency with 
  improvised weapons found in most taverns.
  Rage. Five times per day, on their turn, the advanced brigand 
  boss can enter a rage as a bonus action. T ey gain advantage 
  on Strength checks and Strength saving throws, a +3 bonus 
  to damage when making Strength based melee attacks, and 
  resistance to slashing, piercing, and bludgeoning damage. 
  Rage lasts for 1 minute; it ends early if their turn ends and they 
  haven’t attacked a hostile creature since their last turn or taken 
  damage since then. T ey can also end their rage on their own as 
  a bonus action. Rage recharges af er a long rest.
  Reckless Attack. T e advanced brigand boss may decide to 
  attack recklessly, giving themselves advantage on all attack rolls. 
  If they decide to do this, any attacks made against them are also 
  done with advantage.
  Danger Sense. T e advanced brigand boss has advantage on 
  Dexterity saving throws against ef ects they can see, such as 
  traps and spells. 
  Frenzy. When raging, the advanced brigand boss can make a 
  single melee weapon attack on each of their turns as a bonus 
  action. When their rage ends, they suf er one level of exhaustion.
  Mindless Rage. T e advanced brigand boss can’t be charmed or 
  frightened while raging. If they enter a rage while charmed or 
  frightened, the ef ect is suspended for the duration of the rage.
  Feral Instinct. T e advanced brigand boss has advantage on 
  initiative rolls. In addition, if they are surprised at the beginning 
  of combat and aren’t incapacitated, they may act normally 
  during their f rst turn, but only if they enter a rage before doing 
  anything else.
  Brutal Critical. When the advanced brigand boss scores a melee 
  critical hit, they may roll two additional weapon damage die 
  when determining the extra damage.
  Intimidating Presence. T e advanced brigand boss can use 
  their action to frighten someone with their menacing presence. 
  T ey can choose one creature within 30 f . which can see or 
  hear them. T at creature must succeed on a Wisdom saving 
  throw (DC 14) or be frightened until the end of the advanced 
  brigand boss’ next turn. T ey can use their action to extend this 
  condition. T e creature stops being frightened if it ends its turn 
  out of line of sight or more than 60f . away from the advanced 
  brigand boss. If it succeeds on its saving throw, the advanced 
  brigand boss cannot use this feature on that creature again for 
  24 hours. 
  Relentless Rage. If the advanced brigand boss drops below 0 hit 
  points while raging and doesn’t die outright, they can make a 
  DC 10 Constitution saving throw. If they succeed, they drop to 
  1 hit point instead. Each time they use this feature af er the f rst, 
  the DC increases by 5. When they f nish a long or short rest, the 
  DC resets to 10.
  Actions
  Multiattack. T e advanced brigand boss makes two melee or 
  ranged attacks. When raging, they can also make one additional 
  melee attack as a bonus action (see Frenzy).
  Maul. Melee Weapon Attack: +8 to hit, reach 5f , one target. Hit: 
  15 (2d6 + 5) bludgeoning damage (+3 when raging).
  Ale Mug. Melee or Ranged Weapon Attack: +7 to hit, reach 5f . or 
  range 15/25 f ., one target. Hit: 4 (1d2 + 3) bludgeoning damage.
  Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5f , one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  haven’t attacked a hostile creature since their last turn or taken 
  damage since then. T ey can also end their rage on their own as 
  attack recklessly, giving themselves advantage on all attack rolls. 
  If they decide to do this, any attacks made against them are also 
  action. When their rage ends, they suf er one level of exhaustion.
  T e advanced brigand boss can’t be charmed or 
  frightened, the ef ect is suspended for the duration of the rage.
  initiative rolls. In addition, if they are surprised at the beginning 
  during their f rst turn, but only if they enter a rage before doing 
   When the advanced brigand boss scores a melee 
  their action to frighten someone with their menacing presence. 
  brigand boss’ next turn. T ey can use their action to extend this 
  condition. T e creature stops being frightened if it ends its turn 
  
  198
  Ruffians
  Muggers, cut-throats and back-alley thugs, ruf  ans are a parasite 
  infesting most major cities. While some are driven to a life of 
  crime and violence by desperation, just as many take to the life 
  by choice. 
  Ruf  ans make up the ranks of both the Jackdaws and 
  the Black Mast, guilds where the average thug can go 
  far in the world if they exhibit more than the usual level 
  of cruelty and greed. A few ambitious (or deluded) ruf  ans may 
  f nd themselves on the Two Blades’ books, but they seldom last 
  long. Some ruf  ans f ght for the greater good and become ancillary 
  members of the Purse Cutters, working directly against their more 
  villainous counterparts. 
  Ruf  ans usually have something worth taking; if it wasn’t worth 
  having, they wouldn’t have taken it in the f rst place.
  d12
  Title
  1-2
  A coin purse with 2d4 cp.
  3-4
  A coin purse with 2d6 cp, and 2d4 sp.
  5-6
  A coin purse with 2d8 cp, 2d6 sp, and 2d4 ep.
  7-8
  A coin purse with 2d10 cp, 2d8 sp, 2d6 ep, and 2d4 gp.
  9
  A random trinket (DM’s choice).
  10
  A set of 2d6 dice craf ed from knuckle bones.
  11
  A silver ring with a strange insignia on its face.
  12
  Roll twice for this loot drop.
  Basic Ruffian
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 12 (Leather)
  Hit Points 14 (2d8 + 5)
  Speed 30 f .
  STR
  12 (+1)
  DEX
  13 (+1)
  CON
  11 (+0)
  INT
  9 (-1)
  WIS
  10 (+0)
  CHA
  11 (+0)
  Saving T rows Strength +2, Dexterity +2
  Skills Athletics +2, Slight of Hand +2, Stealth +2
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 1/8 (25 XP)
  Pack Tactics. T e basic ruf  an has advantage on an attack roll 
  against a creature if at least one of the ruf  an’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Actions
  Quarterstaf . Melee Weapon Attack (Versatile): +2 to hit, reach 5 
  f ., one creature. Hit: 4/ 5 (1d6 / 1d8 + 1) bludgeoning damage.
  Average Ruffian
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 13 (Leather)
  Hit Points 28 (4d10 + 6)
  Speed 30 f .
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  9 (-1)
  WIS
  11 (+1)
  CHA
  12 (+1)
  Saving T rows Strength +3, Dexterity +4
  Skills Athletics +3, Slight of Hand +4, Stealth +4
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 1/4 (50 XP)
  Pack Tactics. T e average ruf  an has advantage on an attack roll 
  against a creature if at least one of the ruf  an’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5f , one creature. 
  Hit: 5 (1d6 + 2) slashing damage.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5f , one creature. 
  Hit: 4 (1d4 + 2) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +4 to hit, range 
  20/60 f ., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Muggers, cut-throats and back-alley thugs, ruf  ans are a parasite 
  infesting most major cities. While some are driven to a life of 
  crime and violence by desperation, just as many take to the life 
  Ruf  ans make up the ranks of both the Jackdaws and 
  the Black Mast, guilds where the average thug can go 
  far in the world if they exhibit more than the usual level 
  of cruelty and greed. A few ambitious (or deluded) ruf  ans may 
  f nd themselves on the Two Blades’ books, but they seldom last 
  long. Some ruf  ans f ght for the greater good and become ancillary 
  members of the Purse Cutters, working directly against their more 
  Ruf  ans usually have something worth taking; if it wasn’t worth 
  having, they wouldn’t have taken it in the f rst place.
  A coin purse with 2d8 cp, 2d6 sp, and 2d4 ep.
  A coin purse with 2d10 cp, 2d8 sp, 2d6 ep, and 2d4 gp.
  A set of 2d6 dice craf ed from knuckle bones.
  A silver ring with a strange insignia on its face.
  Average Ruffian
  
  199
  Skilled Ruffian
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 14 (Std. Leather)
  Hit Points 42 (6d10 + 9)
  Speed 30 f .
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  13 (+1)
  INT
  10 (+0)
  WIS
  12 (+1)
  CHA
  13 (+1)
  Saving T rows Strength +5, Dexterity +5
  Skills Athletics +5, Slight of Hand +5, Stealth +5
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. T e skilled ruf  an has advantage on an attack roll 
  against a creature if at least one of the ruf  an’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Actions
  Two-Weapon Fighting. When the skilled ruf  an makes an attack 
  with their Scimitar, they may also attack with their Dagger or 
  T rowing Dagger as a bonus action, but gains no bonus to the 
  damage roll.
  Scimitar: Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit: 5 (1d6 + 2) slashing damage.
  Dagger: Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit: 4 (1d4 + 2) piercing damage.
  T rowing Dagger: Ranged Weapon Attack: +5 to hit, range 
  20/60 f ., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Elite Ruffian
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 15 (Std. Leather)
  Hit Points 56 (10d8 + 11)
  Speed 30 f .
  STR
  15 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  11 (+1)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Saving T rows Dexterity +7, Intelligence +5
  Skills Acrobatics +7, Perception +11, Slight of Hand +7, 
  Stealth +13
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Pack Tactics. T e elite ruf  an has advantage on an attack roll 
  against a creature if at least one of the ruf  an’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Sneak Attack (+1d6). Once per turn, the elite ruf  an can deal 
  an extra 1d6 damage to one creature they hit with an attack 
  if they have advantage on the attack roll. T e attack must use 
  a f nesse or ranged weapon. T e elite ruf  an doesn’t need 
  advantage on the attack roll if another enemy of the target is 
  within 5 feet of it, that enemy isn’t incapacitated, and the elite 
  ruf  an doesn’t have disadvantage on the attack roll.
  Cunning Action. On their turn, as a bonus action, the elite 
  ruf  an can take a Dash, Dodge, Disengage, or Hide action.
  Actions
  Two-Weapon Fighting. When the elite ruf  an makes an attack 
  with their Scimitar, they may also attack with their Dagger or 
  T rowing Dagger as a bonus action, but gain no bonus to the 
  damage roll.
  Scimitar: Melee Weapon Attack: +7 to hit, reach 5f , one creature. 
  Hit: 5 (1d6 + 2) slashing damage.
  Dagger: Melee Weapon Attack: +7 to hit, reach 5f , one creature. 
  Hit: 4 (1d4 + 2) piercing damage.
  T rowing Dagger: Ranged Weapon Attack: +7 to hit, range 
  20/60 f ., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Legendary Ruffian
  Medium Humanoid (any race), Neutral Evil
  Armor Class 15 (Chain Shirt)
  Hit Points 70 (10d10 + 15)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  17 (+3)
  CON
  15 (+2)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  15 (+2)
  Saving T rows Strength +8, Constitution +7
  Skills Athletics +8, Perception +6, Intimidation +7
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 3 (700 XP)
  Pack Tactics. T e legendary ruf  an has advantage on an attack 
  roll against a creature if at least one of the ruf  an’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Fighting Style (Two-Weapon Fighting). When they engage 
  in two weapon f ghting, the legendary ruf  an adds their ability 
  modif er to the damage of the second attack.
  Second Wind. On their turn, the legendary ruf  an can use a 
  bonus action to heal themselves for 1d10 + 4. Once they use this 
  feature they must f nish a long or short rest before using it again.
  Action Surge. On their turn, the legendary ruf  an can take one 
  additional action on top of their regular action and a possible 
  bonus action. Once they use this feature they must f nish a short 
  or long rest before using it again.
  Improved Critical. T e legendary ruf  an scores critical hits on 
  rolls of 19 and 20.
  Actions
  Two-Weapon Fighting. When the elite ruf  an makes an attack 
  with their main-hand Scimitar, they may also attack with their of -
  hand Scimitar as a bonus action.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5f , one creature. 
  Hit: 6 (1d6 + 3) slashing damage.
  
  200
  Beginner Ruffian Boss
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 16 (Std. Leather)
  Hit Points 51 (6d10 + 18)
  Speed 30 f .
  STR
  17 (+3)
  DEX
  18 (+4)
  CON
  16 (+3)
  INT
  12 (+2)
  WIS
  12 (+1)
  CHA
  16 (+3)
  Saving T rows Strength +6, Constitution +6
  Skills Athletics +6, Intimidation +6, Slight of Hand +7, Stealth +7
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Pack Tactics. T e beginner ruf  an boss has advantage on an 
  attack roll against a creature if at least one of the ruf  an’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Fighting Style (Two-Weapon Fighting). When they engage in 
  two weapon f ghting, the beginner ruf  an boss adds their ability 
  modif er to the damage of the second attack.
  Second Wind. On their turn, the beginner ruf  an boss can use a 
  bonus action to heal themselves for 1d10 + 6. Once they use this 
  feature they must f nish a long or short rest before using it again.
  Action Surge. On their turn, the beginner ruf  an boss can 
  take one additional action on top of their regular action and 
  a possible bonus action. Once they use this feature they must 
  f nish a short or long rest before using it again.
  Improved Critical. T e beginner ruf  an boss scores critical hits 
  on rolls of 19 and 20.
  Actions
  Extra Attack. T e beginner ruf  an boss can attack twice with each 
  Attack action.
  Two-Weapon Fighting. When the beginner ruf  an boss makes an 
  attack with their main-hand Scimitar, they may also attack with 
  their of -hand Scimitar as a bonus action.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5f , one creature. 
  Hit: 7 (1d6 + 4) slashing damage.
  Intermediate Ruffian Boss
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 16 (Std. Leather)
  Hit Points 93 (11d10 + 33)
  Speed 30 f .
  STR
  17 (+3)
  DEX
  19 (+4)
  CON
  17 (+3)
  INT
  13 (+2)
  WIS
  13 (+1)
  CHA
  17 (+3)
  Saving T rows Strength +7, Constitution +7
  Skills Athletics +7, Intimidation +7, Slight of Hand +8, Stealth +8
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 6 (2,300 XP)
  Pack Tactics. T e intermediate ruf  an boss has advantage on an 
  attack roll against a creature if at least one of the ruf  an’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Fighting Style (Two-Weapon Fighting). When they engage in 
  two weapon f ghting, the intermediate ruf  an boss adds their 
  ability modif er to the damage of the second attack.
  Second Wind. On their turn, the intermediate ruf  an boss can 
  use a bonus action to heal themselves for 1d10 + 11. Once they 
  use this feature they must f nish a long or short rest before using 
  it again.
  Action Surge. On their turn, the intermediate ruf  an boss can 
  take one additional action on top of their regular action and 
  a possible bonus action. Once they use this feature they must 
  f nish a short or long rest before using it again.
  Improved Critical. T e intermediate ruf  an boss scores critical 
  hits on rolls of 19 and 20.
  Remarkable Athlete. T e intermediate ruf  an boss can add half 
  their prof ciency bonus (rounded up) to any Strength, Dexterity, 
  or Constitution check that doesn’t already use their prof ciency 
  bonus. Additionally, the distance the intermediate ruf  an boss 
  covers with a running long jump increases by 3 f .
  Indomitable. Once per day, the intermediate ruf  an boss can 
  reroll a failed saving throw. Once they use this feature, they must 
  f nish a short or long rest before using it again.
  Actions
  Extra Attack. T e intermediate ruf  an boss can attack three times 
  with each Attack action.
  Two-Weapon Fighting. When the intermediate ruf  an boss makes 
  an attack with their main-hand Scimitar, they may also attack with 
  their of -hand Scimitar as a bonus action.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5f , one creature. 
  Hit: 7 (1d6 + 4) slashing damage.
  
  201
  Advanced Ruffian Boss
  Medium Humanoid (Any Race), Neutral Evil
  Armor Class 17 (Std. Leather)
  Hit Points 152 (16d10 + 64)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  20 (+5)
  CON
  18 (+4)
  INT
  13 (+2)
  WIS
  14 (+2)
  CHA
  18 (+4)
  Saving T rows Strength +9, Constitution +9
  Skills Athletics +9, Intimidation +9, Slight of Hand +10, Stealth +10
  Senses Passive Perception 12
  Languages Any one language (usually Common)
  Challenge 8 (3,900 XP)
  Pack Tactics. T e advanced ruf  an boss has advantage on an 
  attack roll against a creature if at least one of the ruf  an’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Fighting Style (Two-Weapon Fighting). When they engage in 
  two weapon f ghting, the advanced ruf  an boss adds their ability 
  modif er to the damage of the second attack.
  Second Wind. On their turn, the advanced ruf  an boss can use 
  a bonus action to heal themselves for 1d10 + 16. Once they use 
  this feature they must f nish a long or short rest before using it 
  again.
  Action Surge. On their turn, the advanced ruf  an boss can 
  take one additional action on top of their regular action and 
  a possible bonus action. Once they use this feature they must 
  f nish a short or long rest before using it again.
  Superior Critical. T e advanced ruf  an boss scores critical hits 
  on rolls of 18 – 20.
  Remarkable Athlete. T e advanced ruf  an boss can add half 
  their prof ciency bonus (rounded up) to any Strength, Dexterity, 
  or Constitution check that doesn’t already use their prof ciency 
  bonus. Additionally, the distance the advanced ruf  an boss 
  covers with a running long jump increases by 3 f .
  Indomitable. Once per day, the advanced ruf  an boss can reroll 
  a failed saving throw. Once they use this feature, they must f nish 
  a short or long rest before using it again.
  Actions
  Extra Attack. T e advanced ruf  an boss can attack three times 
  with each Attack action.
  Two-Weapon Fighting. When the advanced ruf  an boss makes 
  an attack with their main-hand Scimitar, they may also attack with 
  their of -hand Scimitar as a bonus action.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5f , one creature. 
  Hit: 8 (1d6 + 5) slashing damage.
  
  202
  Swindlers
  Swindlers run cons from simple, crooked card and dice games in 
  alleyways, to high class scams, months in planning and execution. 
  High level swindlers may make use of the Quills to add 
  credence to their cons and a few (sometimes the same 
  individuals) may occasionally attempt to delude the 
  Parliament with an ‘exciting new f nd’, but it is a rare conman 
  who can serve to gain from that scholarly—not to mention 
  tight-f sted—organization. A swindler’s people skills can take them 
  far in a career with T e Sisters of Sin, or help them out of a tough 
  spot with the authorities if they f nd themselves working for 
  T e Silent Road.
  Swindlers are, as a rule, rather solitary types, and of en have no 
  f xed address, so it is not uncommon for them to carry a good deal 
  of wealth on their person. 
  d20
  Item(s)
  1-4
  A coin purse with 5d4 cp.
  5-7
  A coin purse with 5d6 cp, and 5d4 sp.
  8-9
  A coin purse with 5d8 cp, 5d6 sp, and 5d4 ep.
  10
  A coin purse with 5d10 cp, 5d8 sp, 5d6 ep, and 5d4 gp.
  11-13
  A set of 3 strange dice, each with 12 sides and the faces 
  marked with strange runes.
  14-16
  A deck of 52 fortune telling cards.
  17-19
  A pouch containing 1d10 pieces of gold and silver 
  jewelry (many of the pieces could be fake or stolen).
  20
  Roll twice for this loot drop.
  The Art of the Con
  Swindlers are known for having subtle cons that they run on 
  unsuspecting folk. T eir cons include, but are not limited to, the 
  ones listed below:
  d10
  Preferred Scam or Con
  1
  Running rigged card or dice games.
  2
  Telling fortunes at a bargain price—none of which are 
  true, but all are certainly convincing.
  3
  Passing of  counterfeit coinage as the real thing (gold 
  plated steel coins are common).
  4
  Feigning need or danger, then picking the pockets of those 
  who come to their aid.
  5
  Selling fake or stolen items to unsuspecting buyers.
  6
  Forging documents of debt and posing as a representative 
  to collect.
  7
  Selling ‘Snake Oil’ and/or other such miracle remedies that 
  will “Cure what ails ya”.
  8
  Posing as someone of high status to enjoy the benef ts of 
  such a role.
  9
  Seducing an unsuspecting victim and robbing them at the 
  f rst opportunity, or leaching of  of them long term.
  10
  A complex con (p.204)
  Basic Swindler
  Medium Humanoid (Any Race), Neutral
  Armor Class 10
  Hit Points 6 (1d6 + 3)
  Speed 30 f .
  STR
  9 (-1)
  DEX
  12 (+1)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  14 (+2)
  Saving T rows Intelligence +3, Charisma +3
  Skills Deception +3, Insight +2, Perception +2, Persuasion +3, 
  Slight of Hand +2
  Senses Passive Perception 12
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Overwhelming Charm. T e basic swindler has advantage on 
  skill checks that rely on Charisma.
  Roleplaying Cues
  T e basic swindler can run a variety of cons (see con table) and 
  they usually run them alone.
  If rumbled, the basic swindler will either try to talk their way out 
  of the situation using their Charisma, or will simply f ee. T e basic 
  swindler will not engage in combat.
  Swindlers run cons from simple, crooked card and dice games in 
  alleyways, to high class scams, months in planning and execution. 
  High level swindlers may make use of the Quills to add 
  credence to their cons and a few (sometimes the same 
  Parliament with an ‘exciting new f nd’, but it is a rare conman 
  who can serve to gain from that scholarly—not to mention 
  tight-f sted—organization. A swindler’s people skills can take them 
  far in a career with T e Sisters of Sin, or help them out of a tough 
  spot with the authorities if they f nd themselves working for 
  Swindlers are, as a rule, rather solitary types, and of en have no 
  f xed address, so it is not uncommon for them to carry a good deal 
  A coin purse with 5d8 cp, 5d6 sp, and 5d4 ep.
  A coin purse with 5d10 cp, 5d8 sp, 5d6 ep, and 5d4 gp.
  A set of 3 strange dice, each with 12 sides and the faces 
  
  203
  Average Swindler
  Medium Humanoid (Any Race), Neutral
  Armor Class 10
  Hit Points 10 (2d6 + 4)
  Speed 30 f .
  STR
  9 (-1)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  15 (+2)
  Saving T rows Intelligence +4, Charisma +4
  Skills Deception +4, Insight +4, Perception +4, Persuasion +4, 
  Slight of Hand +3
  Senses Passive Perception 14
  Languages Any one language (usually Common)
  Challenge 1 (200 XP)
  Overwhelming Charm. T e average swindler has advantage on 
  skill checks that rely on Charisma.
  Roleplaying Cues
  T e average swindler can run a variety of cons (see con table) and 
  they sometimes work with an accomplice.
  If rumbled, the average swindler will either try to talk their way 
  out of the situation using their Charisma, or will simply f ee. T e 
  average swindler will not engage in combat.
  Skilled Swindler
  Medium Humanoid (Any Race), Neutral
  Armor Class 10
  Hit Points 14 (3d6 + 5)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  15 (+2)
  CHA
  16 (+3)
  Saving T rows Intelligence +6, Charisma +6
  Skills Deception +6, Insight +6, Perception +5, Persuasion +6, 
  Slight of Hand +5
  Senses Passive Perception 15
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Overwhelming Charm. T e skilled swindler has advantage on 
  skill checks that rely on Charisma.
  Roleplaying Cues
  T e skilled swindler can run a variety of cons (see con table) and 
  they commonly work with accomplices.
  If rumbled, the skilled swindler will either try to talk their way 
  out of the situation using their Charisma, or will simply f ee. T e 
  skilled swindler will not engage in combat.
  Elite Swindler
  Medium Humanoid (Human), Neutral
  Armor Class 10
  Hit Points 18 (4d6 + 6)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  16 (+3)
  CHA
  18 (+4)
  Saving T rows Intelligence +7, Charisma +8
  Skills Deception +8, Insight +7, Perception +7, Persuasion +8, 
  Slight of Hand +6
  Senses Passive Perception 17
  Languages Any one language (usually Common)
  Challenge 3 (700 XP)
  Overwhelming Charm. T e elite swindler has advantage on 
  skill checks that rely on Charisma.
  Spellcasting. T e elite swindler casts spells with his Charisma 
  (Spell Save DC 16, +8 to hit with spell attacks). T ey may cast 
  the following spells:
  Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Enthrall, Phantasmal Force, Suggestion
  Roleplaying Cues
  T e elite swindler can run a variety of cons (see con table) and 
  they usually run them with a couple other swindlers, but the elite 
  swindler is the orchestrator.
  If rumbled, the elite swindler will either try to talk their way out 
  of the situation using their Charisma, or will simply f ee. T e elite 
  swindler will not engage in combat.
  
  204
  Complex Cons
  Sometimes a con requires a bit more planning, a bit more daring, 
  and a few extra partners, but the payof s can be vastly better than 
  those made from your average street corner game of chance.
  Glimdropper
  Swindler #1 walks into a shop, tavern, or inn, and declares to the 
  proprietor (and anyone within earshot, including the Mark(s)) that 
  they have lost a valuable item (a ring, family heirloom, glass eye, 
  etc.) and that they are willing to pay a handsome reward to anyone 
  who recovers it.
  Some time af er Swindler #1 leaves, Swindler #2 enters the 
  establishment. Within minutes, they ‘f nd’ the item in question and 
  remark upon it casually, placing it into their pocket and declaring 
  that perhaps today is their lucky day.
  T e Mark(s) observe this happening and are compelled to 
  approach Swindler #2 and of er a decent sum of money in 
  exchange for the item (less than the of ered reward, of course). 
  Swindler #2 agrees (or perhaps haggles them up) and a deal is 
  struck. T e Mark(s) then seek out Swindler #1 but come up short.
  Meanwhile, Swindlers #1 and #2 have split the proceeds and 
  moved on to f nd another place in which to run their con, stopping 
  only to pick up another small trinket along the way.
  Bidding War
  Swindler #1 poses as a trader selling goods from a foreign land 
  with an exotic name. T e Far East, T e Underlands, South Gladden 
  and other such names are good for setting the imaginations of the 
  less educated alight.
  Of course, all of the goods are cheap and poorly made, but the 
  average person wouldn’t know the dif erence.
  Swindler #2 approaches the Swindler #1 and of ers a price for 
  an item, and suddenly Swindler #3 steps up and of ers more for 
  that same item. A bidding war breaks out and the Mark(s) are 
  persuaded by Swindler #1 and their unbeatable sales pitch to spend 
  what ever they can af ord on as many of the fancy items as possible 
  before it’s too late.
  Items may include magic potions, jewelry, weapons, armor, none of 
  which will be worth what the Mark(s) paid for it. By the time they 
  realize it, Swindler #1 and their accomplices will be long gone.
  Foreclosure
  Swindler #1 walks into a tavern or onto a stage with a large 
  audience. T ey are dressed well and appear to be of high status. 
  T ey declare that today they will be auctioning of  several local 
  pieces of land, houses, and buildings. T ey hold up several deeds 
  and have several more sticking out of a bag on their shoulder. T ey 
  claim that there will be no bidding; instead, the properties will be 
  sold at 1/10th their value on a f rst-come-f rst-served basis.
  Swindler #2 steps forward and exchanges a large coin purse for one 
  of the deeds, smiling and proclaiming, “I’m going into business for 
  myself! No more endless hours for little pay. From now on, I will 
  be my own master!”
  Several bystanders approach Swindler #1 and the Mark(s) are 
  intrigued. It’s hard to resist an of er to own property for such a low 
  price, and more money is exchanged for the deeds until they are all 
  gone.
  Legendary Swindler
  Medium Humanoid (Any Race), Neutral
  Armor Class 10
  Hit Points 22 (5d6 + 7)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  17 (+3)
  CHA
  20 (+5)
  Saving T rows Intelligence +9, Charisma +10
  Skills Deception +10, Insight +9, Perception +8, Persuasion +10, 
  Slight of Hand +8
  Senses Passive Perception 18
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Overwhelming Charm. T e legendary swindler has advantage 
  on skill checks that rely on Charisma.
  Spellcasting. T e legendary swindler casts spells with his 
  Charisma (Spell Save DC 18, +10 to hit with spell attacks). He 
  may cast the following spells:
  Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
  1st level 4/day: Charm Person, Comprehend Languages, Cure 
  Wounds, Disguise Self
  2nd level 3/day: Enthrall, Phantasmal Force, Suggestion
  Roleplaying Cues
  T e legendary swindler can run a variety of cons (see con table) 
  and they usually run them with a few other swindlers, but the 
  legendary swindler is the mastermind.
  If rumbled, the legendary swindler will either try to talk their way 
  out of the situation using their Charisma, or will simply f ee. T e 
  legendary swindler will not engage in combat.
  
  205
  T ose who bought one of the deeds quickly seek out their newly-
  acquired property, only to f nd them occupied, or the address 
  non-existent. In the mean time, Swindler #1 and #2 have had time 
  to get their massive take out of sight and disguise themselves yet 
  again as they acquire the items they need to forge more deeds and 
  plan the next con.
  Fire Sale
  T e Swindler stands at the entrance to a large shop. T ey call out 
  to passers by that the owner of the business is retiring and selling 
  all of their wares at incredible bargains. When the Mark(s) go to 
  enter, T e Swindler declares that the owner has asked that patrons 
  pay a small cover charge (1d4 coins) to enter and take advantage 
  of the discounted merchandise. It’s a hard of er to resist, especially 
  when Swindler #1 claims that the cover charge is going toward the 
  owner’s retirement fund.
  Once the Mark(s) make it inside, a little lighter in the coin purse, 
  they see that the shop is full of people all clamoring and shouting. 
  Af er a few minutes the owner of the shop stands up and declares 
  “T ere is no discount and I am not retiring! Stop asking!”
  When the Mark(s) go back outside to face the Swindler, they are 
  long gone with just enough money for a hot meal and a room for 
  the night.
  The Hobgoblin Hostage
  T e Swindler approaches the Mark, claiming to be a relative or 
  friend of a wealthy businessman who has been captured by a band 
  of hobgoblin mercenaries. Supposedly, he cannot approach the 
  authorities, either due to the businessman’s involvement in some 
  activities of questionable legality, or because he would suf er an 
  unrecoverable blow to his reputation or f nances if his situation 
  were widely known. T e Swindler says that they have chosen to 
  ask the Mark for help as they seem honest, trustworthy and able to 
  keep this embarrassing af air a secret.
  T e Swindler asks the Mark to help him raise funds to pay a 
  ransom to the hobgoblins and secure the businessman’s release. 
  In return, the businessman will reward them with a pay-out far 
  exceeding this investment (to encourage trust, the Swindler may 
  suggest the Mark be in charge of splitting the reward when it is 
  issued). As an additional incentive, the businessman may have a 
  beautiful daughter or handsome son he is looking to marry of  who 
  (if the Swindler has an accomplice) may just-so-happen to be in 
  town and may just-so-happen to take a fancy to the Mark.
  As the Mark gathers funds, the Swindler will continually run into 
  complications: the hobgoblins raise the ransom, a guarded caravan 
  must be rented for safe passage to the drop-of  point or, in the case 
  of particularly ruthless swindlers, a package containing a f nger or 
  ear might be produced to shock the Mark into action.
  T is con will last for as long as the Mark believes the lies, or until 
  the Swindler runs out of ideas for additional complications. When 
  this happens, it is up to the Swindler to decide whether to bother 
  keeping up the pretence long enough to leave town to ‘meet with 
  the hobgoblins’, or simply sneak out in the dead of night with the 
  ill-gotten gains.
  Fiddle Game
  Swindler #1 enters an expensive tavern and orders a round of drinks 
  or a meal. When it comes to payment, Swindler #1 claims to have 
  lef  their coin purse at home, which is nearby, but is willing to hand 
  over a valuable item (traditionally a f ddle, but many items could be 
  used instead) to be used as collateral until they can return.
  While Swindler #1 is out, Swindler #2 enters and approaches 
  the innkeeper, claiming to be a collector and expert in the f eld 
  of the item in question (a collector of rare musical instruments 
  in the case of the f ddle). T is item, Swindler #2 claims, is 
  an exceptionally rare example, and they are willing to pay a 
  ludicrous sum to add it to their collection. However, they have an 
  appointment to keep and don’t have time to work out the details 
  now, so they leave details of their (f ctitious) lodgings with the 
  innkeeper and leave.
  When Swindler #1 returns the innkeeper, sensing an opportunity, 
  of ers to buy the item from them. Swindler #1 reluctantly accepts 
  af er some haggling, and leaves with a full coin purse.
  T e two Swindlers  split their coin (less the price of a cheap f ddle) 
  and move on to the next target.
  
  206
  Thieves
  T ieves cover the gamut of pickpockets, burglars, and larcenists. 
  T ese are folk who make a living of  what they can take from 
  others, with or without the threat of force. 
  T e Purse Cutters are, of course, made up mostly of thieves; some 
  of whom are amongst the best in the business. By necessity, the 
  Wharf Rats also have some excellent thieves, whose smaller size 
  give them an advantage over their older, slower targets. 
  Any thief worth their salt has a few interesting bits and pieces 
  rattling around in their pockets. 
  d12
  Item(s)
  1-2
  A coin purse with 3d4 cp.
  3-4
  A coin purse with 3d6 cp, and 3d4 sp.
  5-6
  A coin purse with 3d8 cp, 3d6 sp, and 3d4 ep.
  7-8
  A coin purse with 3d10 cp, 3d8 sp, 3d6 ep, and 3d4 gp.
  9
  A random trinket (DM’s choice).
  10
  A scrap of paper with the Purse Cutters’ insignia (p.6)
  11
  A small family heirloom belonging to a member of a 
  noble house.
  12
  Roll twice for this loot drop.
  Basic Thief
  Medium Humanoid (Any Race), Neutral
  Armor Class 13
  Hit Points 8 (1d8 + 4)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  10 (+0)
  CHA
  12 (+1)
  Saving T rows Dexterity +4, Intelligence +3
  Skills Acrobatics +4, Perception +1, Slight of Hand +4, 
  Stealth +4
  Senses Passive Perception 11
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 1/4 (50 XP)
  Cunning Action. On their turn, as a bonus action, the basic 
  thief can take a Dash, Dodge, Disengage, or Hide action.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5f , one creature. 
  Hit: 5 (1d4 + 3) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +5 to hit, range 
  20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Average Thief
  Medium Humanoid (Any Race), Neutral
  Armor Class 14 (Leather)
  Hit Points 16 (2d8 + 7)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  15 (+2)
  WIS
  11 (+0)
  CHA
  13 (+1)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Perception +2, Slight of Hand +5, 
  Stealth +5
  Senses Passive Perception 12
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 1/2 (100 XP)
  Cunning Action. On their turn, as a bonus action, the average 
  thief can take a Dash, Dodge, Disengage, or Hide action.
  Sneak Attack (+1d6). Once per turn, the average thief can deal 
  an extra 1d6 damage to one creature they hit with an attack if 
  they have advantage on the attack roll. T e attack must use a 
  f nesse or ranged weapon. T ey don’t need advantage on the 
  attack roll if another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and they don’t have disadvantage 
  on the attack roll.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit: 5 (1d4 + 3) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +5 to hit, range 
  20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  T ieves cover the gamut of pickpockets, burglars, and larcenists. 
  T ese are folk who make a living of  what they can take from 
  T e Purse Cutters are, of course, made up mostly of thieves; some 
  of whom are amongst the best in the business. By necessity, the 
  Wharf Rats also have some excellent thieves, whose smaller size 
  Any thief worth their salt has a few interesting bits and pieces 
  A coin purse with 3d10 cp, 3d8 sp, 3d6 ep, and 3d4 gp.
  (p.6)
  A small family heirloom belonging to a member of a 
  Average Thief
  
  207
  Skilled Thief
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Leather)
  Hit Points 24 (4d8 + 6)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Saving T rows Dexterity +7, Intelligence +6
  Skills Acrobatics +7, Perception +4, Slight of Hand +7, 
  Stealth +7
  Senses Passive Perception 13
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 1 (200 XP)
  Cunning Action. On their turn, as a bonus action, the skilled 
  thief can take a Dash, Dodge, Disengage, or Hide action.
  Sneak Attack (+2d6). Once per turn, the skilled thief can deal 
  an extra 2d6 damage to one creature they hit with an attack if 
  they have advantage on the attack roll. T e attack must use a 
  f nesse or ranged weapon. T ey don’t need advantage on the 
  attack roll if another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and they don’t have disadvantage 
  on the attack roll.
  Actions
  Dagger. Melee Weapon Attack: +7 to hit, reach 5f , one creature. 
  Hit: 6 (1d4 + 4) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +7 to hit, range 
  20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Elite Thief
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 (Std. Leather)
  Hit Points 32 (6d8 + 5)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  19 (+4)
  CON
  10 (+0)
  INT
  17 (+3)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +8, Intelligence +7
  Skills Acrobatics +8, Perception +5, Slight of Hand +8, 
  Stealth +8
  Senses Passive Perception 15
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 2 (450 XP)
  Cunning Action. On their turn, as a bonus action, the elite thief 
  can take a Dash, Dodge, Disengage, or Hide action.
  Sneak Attack (+3d6). Once per turn, the elite thief can deal an 
  extra 3d6 damage to one creature they hit with an attack if they 
  have advantage on the attack roll. T e attack must use a f nesse 
  or ranged weapon. T ey don’t need advantage on the attack roll 
  if another enemy of the target is within 5 feet of it, that enemy 
  isn’t incapacitated, and they don’t have disadvantage on the 
  attack roll.
  Actions
  Dagger. Melee Weapon Attack: +8 to hit, reach 5f , one creature. 
  Hit: 6 (1d4 + 4) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +8 to hit, range 
  20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Legendary Thief
  Medium Humanoid (Any Race), Neutral
  Armor Class 17 (Std. Leather)
  Hit Points 40 (8d8 + 4)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +10, Intelligence +9
  Skills Acrobatics +10, Perception +7, Slight of Hand +10, 
  Stealth +10
  Senses Passive Perception 17
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 3 (700 XP)
  Cunning Action. On their turn, as a bonus action, the legendary 
  thief can take a Dash, Dodge, Disengage, or Hide action.
  Sneak Attack (+4d6). Once per turn, the legendary thief can 
  deal an extra 4d6 damage to one creature they hit with an attack 
  if they have advantage on the attack roll. T e attack must use 
  a f nesse or ranged weapon. T ey don’t need advantage on the 
  attack roll if another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and they don’t have disadvantage 
  on the attack roll.
  Uncanny Dodge. When the legendary thief is hit with an attack 
  from an attacker that they can see, they can use their reaction to 
  halve the attack’s damage.
  Actions
  Dagger. Melee Weapon Attack: +10 to hit, reach 5f , one creature. 
  Hit: 7 (1d4 + 5) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +10 to hit, range 
  20/60 f ., one creature. Hit: 7 (1d4 + 5) piercing damage.
  
  208
  Beginner Thief Boss
  Medium Humanoid (Human), Neutral
  Armor Class 14 (Leather)
  Hit Points 28 (5d8 + 6)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  14 (+1)
  WIS
  12 (+1)
  CHA
  12 (+1)
  Saving T rows Dexterity +5, Intelligence +3
  Skills Acrobatics +5, Perception +3, Slight of Hand +7, 
  Stealth +7
  Senses Passive Perception 13
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 1 (200 XP)
  Cunning Action. On their turn, as a bonus action, the basic 
  thief boss can take a Dash, Dodge, Disengage, or Hide action. 
  Sneak Attack (+3d6). Once per turn, the basic thief boss can 
  deal an extra 3d6 damage to one creature they hit with an attack 
  if they have advantage on the attack roll. T e attack must use 
  a f nesse or ranged weapon. T e basic thief boss doesn’t need 
  advantage on the attack roll if another enemy of the target is 
  within 5 feet of it, that enemy isn’t incapacitated, and the basic 
  thief boss doesn’t have disadvantage on the attack roll.
  Uncanny Dodge. When the basic thief boss is hit with an attack 
  from an attacker that they can see, they can use their reaction to 
  halve the attack’s damage. 
  Fast Hands. T e beginner thief boss can use their Cunning 
  Action to make a Sleight of Hand check, use their thieves’ tools 
  to disarm a trap or open a lock, or take the Use an Object action.
  Second-Story Work. T e basic thief boss can climb without 
  expending extra movement. In addition, when they make a 
  running jump, the distance they cover increases by 3 feet.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5f , one creature. 
  Hit: 5 (1d4 + 3) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +5 to hit, range 
  20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Intermediate Thief Boss
  Medium Humanoid (Human), Neutral
  Armor Class 15 (Leather)
  Hit Points 53 (10d8 + 8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Saving T rows Dexterity +8, Intelligence +7
  Skills Acrobatics +8, Perception +6, Slight of Hand +12, 
  Stealth +12
  Senses Passive Perception 16
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 3 (700 XP)
  Cunning Action. On their turn, as a bonus action, the 
  intermediate thief boss can take a Dash, Dodge, Disengage, or 
  Hide action. 
  Sneak Attack (+5d6). Once per turn, the intermediate thief 
  boss can deal an extra 5d6 damage to one creature they hit with 
  an attack if they have advantage on the attack roll. T e attack 
  must use a f nesse or ranged weapon. T e intermediate thief 
  boss doesn’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated, 
  and the intermediate thief boss doesn’t have disadvantage on the 
  attack roll.
  Uncanny Dodge. When the intermediate thief boss is hit with 
  an attack from an attacker that they can see, they can use their 
  reaction to halve the attack’s damage. 
  Fast Hands. T e intermediate thief boss can use their Cunning 
  Action to make a Sleight of Hand check, use their thieves’ tools 
  to disarm a trap or open a lock, or take the Use an Object action.
  Second-Story Work. T e intermediate thief boss can climb 
  without expending extra movement. In addition, when they 
  make a running jump, the distance they cover increases by 
  3 feet.
  Supreme Sneak. T e intermediate thief boss has advantage on 
  Stealth checks if they move no more than half their speed on the 
  same turn.
  Actions
  Dagger. Melee Weapon Attack: +8 to hit, reach 5f , one creature. 
  Hit: 6 (1d4 + 4) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +8 to hit, range 
  20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  
  209
  Advanced Thief Boss
  Medium Humanoid (Human), Neutral
  Armor Class 16 (Leather)
  Hit Points 78 (15d8 + 11)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Saving T rows Dexterity +10, Intelligence +9
  Skills Acrobatics +10, Perception +8, Slight of Hand +15, 
  Stealth +15
  Senses Passive Perception 18
  Languages Any one language (usually Common), and 
  T ieves’ Cant
  Challenge 5 (1,800 XP)
  Cunning Action. On their turn, as a bonus action, the advanced 
  thief boss can take a Dash, Dodge, Disengage, or Hide action. 
  Sneak Attack (+8d6). Once per turn, the advanced thief boss 
  can deal an extra 8d6 damage to one creature they hit with an 
  attack if they have advantage on the attack roll. T e attack must 
  use a f nesse or ranged weapon. T e advanced thief boss doesn’t 
  need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and the 
  advanced thief boss doesn’t have disadvantage on the attack roll.
  Uncanny Dodge. When the advanced thief boss is hit with an 
  attack from an attacker that they can see, they can use their 
  reaction to halve the attack’s damage. 
  Fast Hands. T e advanced thief boss can use their Cunning 
  Action to make a Sleight of Hand check, use their thieves’ tools 
  to disarm a trap or open a lock, or take the Use an Object action.
  Second-Story Work. T e advanced thief boss can climb without 
  expending extra movement. In addition, when they make a 
  running jump, the distance they cover increases by 3 feet.
  Supreme Sneak. T e advanced thief boss has advantage on 
  Stealth checks if they move no more than half their speed on the 
  same turn.
  Actions
  Dagger. Melee Weapon Attack: +10 to hit, reach 5f , one creature. 
  Hit: 7 (1d4 + 5) piercing damage.
  T rowing Dagger. Ranged Weapon Attack: +10 to hit, range 
  20/60 f ., one creature. Hit: 7 (1d4 + 5) piercing damage.
  CHA
  14 (+2)
   On their turn, as a bonus action, the advanced 
  thief boss can take a Dash, Dodge, Disengage, or Hide action. 
  Once per turn, the advanced thief boss 
  can deal an extra 8d6 damage to one creature they hit with an 
  attack if they have advantage on the attack roll. T e attack must 
  use a f nesse or ranged weapon. T e advanced thief boss doesn’t 
  need advantage on the attack roll if another enemy of the target 
  advanced thief boss doesn’t have disadvantage on the attack roll.
   When the advanced thief boss is hit with an 
  Action to make a Sleight of Hand check, use their thieves’ tools 
  to disarm a trap or open a lock, or take the Use an Object action.
  T e advanced thief boss can climb without 
  Stealth checks if they move no more than half their speed on the 
  
  210
  Bandits
  Bandits are organized and powerful enough to form their own 
  roving bands, and of en secure enough to leave the protection of 
  the city for easier and richer pickings on the roads. 
  Groups of bandits will generally go on to form their own gang, 
  but a few can be found in the upper ranks of established guilds. 
  T e Jackdaws and Black Mast both have bandits amongst their 
  lieutenants, and the Two Blades have a few members with a less 
  subtle, more... direct approach.  
  Depending on the area they menace, a bandit could have any 
  number of items stashed away.
  d20
  Item(s)
  1-4
  A coin purse with 4d4 cp.
  5-7
  A coin purse with 4d6 cp, and 4d4 sp.
  8-9
  A coin purse with 4d8 cp, 4d6 sp, and 4d4 ep.
  10
  A coin purse with 4d10 cp, 4d8 sp, 4d6 ep, and 4d4 gp.
  11-12
  1d4 random trinkets (DM’s choice).
  13-14
  A few crudely drawn maps of the local area. An X marks 
  the location of an item stash of stolen goods.
  15-16
  A collection of hunting traps and snares.
  17-18
  An oil lamp and two vials of lamp oil.
  19
  A potion of healing.
  20
  Roll twice for this loot drop.
  Bandits
  Basic Bandit
  Medium Humanoid (Any Race), Neutral
  Armor Class 13 (Hide)
  Hit Points 16 (2d10 + 5)
  Speed 30 f .
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  8 (-1)
  CHA
  11 (+0)
  Saving T rows Strength +4, Constitution +3
  Skills Athletics +4, Intimidation +1
  Senses Passive Perception 9
  Languages Any one language (usually Common)
  Challenge 1/4 (50 XP)
  Ambush. T e basic bandit has advantage on attack rolls against 
  any creature that hasn’t yet taken a turn in combat.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5f , one 
  creature. Hit: 7 (1d8 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 f ., one creature. Hit: 8 (1d10 + 3) piercing damage.
  
  211
  Average Bandit
  Medium Humanoid (Any Race), Neutral
  Armor Class 14 (Chain Shirt)
  Hit Points 32 (7d10 + 10)
  Speed 30 f .
  STR
  17 (+3)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  10 (+0)
  WIS
  9 (-1)
  CHA
  12 (+1)
  Saving T rows Strength +5, Constitution +4
  Skills Athletics +5, Intimidation +3
  Senses Passive Perception 9
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Ambush. T e average bandit has advantage on attack rolls 
  against any creature that hasn’t yet taken a turn in combat.
  Actions
  Multiattack. T e average bandit makes two melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5f , one 
  creature. Hit: 7 (1d8 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 
  100/400 f ., one creature. Hit: 8 (1d10 + 3) piercing damage.
  Skilled Bandit
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Chain Shirt)
  Hit Points 48 (7d10 + 10)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  13 (+1)
  Saving T rows Strength +7, Constitution +6
  Skills Athletics +7, Intimidation +4
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Ambush. T e skilled bandit has advantage on attack rolls against 
  any creature that hasn’t yet taken a turn in combat.
  Actions
  Multiattack. T e skilled bandit makes two melee or ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5f , one 
  creature. Hit: 8 (1d8 + 4) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 
  100/400 f ., one creature. Hit: 9 (1d10 + 4) piercing damage.
  Elite Bandit
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Chain Shirt)
  Hit Points 64 (10d10 + 9)
  Speed 30 f .
  STR
  19 (+4)
  DEX
  15 (+2)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +8, Constitution +7
  Skills Athletics +8, Intimidation +6
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 3 (700 XP)
  Ambush. T e elite bandit has advantage on attack rolls against 
  any creature that hasn’t yet taken a turn in combat.
  Menacing. As a bonus action, the elite bandit can force a target 
  it can see within 60 feet to make a DC 14 Wisdom saving throw. 
  On a failed save, the target has disadvantage on their next attack.
  Actions
  Multiattack. T e elite bandit makes three melee or ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5f , one 
  creature. Hit: 8 (1d8 + 4) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 
  100/400 f ., one creature. Hit: 9 (1d10 + 4) piercing damage.
  Legendary Bandit
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 (Scale mail)
  Hit Points 80 (13d10 + 8)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +10, Constitution +9
  Skills Athletics +10, Intimidation +7
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 5 (1,800 XP)
  Ambush. T e legendary bandit has advantage on attack rolls 
  against any creature that hasn’t yet taken a turn in combat.
  Menacing. As a bonus action, the elite bandit can force a target 
  it can see within 60 feet to make a DC 15 Wisdom saving throw. 
  On a failed save, the target has disadvantage on their next attack.
  Actions
  Multiattack. T e legendary bandit makes three melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5f , one 
  creature. Hit: 9 (1d8 + 5) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 f ., one creature. Hit: 10 (1d10 + 5) piercing damage.
  
  212
  Beginner Bandit Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Chain Shirt)
  Hit Points 100 (10d10 + 45)
  Speed 30 f .
  STR
  18 (+4)
  DEX
  14 (+2)
  CON
  16 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  13 (+1)
  Saving T rows Strength +8, Constitution +7
  Skills Athletics +8, Intimidation +5
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Ambush. T e beginner bandit boss has advantage on attack rolls 
  against any creature that hasn’t yet taken a turn in combat.
  Menacing. As a bonus action, the beginner bandit boss can 
  force a target it can see within 60 feet to make a DC 14 Wisdom 
  saving throw. On a failed save, the target has disadvantage on 
  their next attack.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, the beginner bandit boss deals +2 
  damage with it.
  Second Wind. On their turn, the beginner bandit boss can use a 
  bonus action to regain 1d10 + 10 hit points. Once they use this 
  feature, they must f nish a long or short rest before using 
  it again.
  Action Surge. Once per day, on their turn, the beginner bandit 
  boss can take an additional action on top of their normal action 
  and possible bonus action. Once they use this feature, they must 
  f nish a long or short rest before using it again.
  Commander. T e beginner bandit boss can use a bonus action 
  to shout commands. All allies within 120 f . gain 1d4 to their 
  next attack roll.
  Actions
  Multiattack. T e beginner bandit boss makes two melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5f , one 
  creature. Hit: 10 (1d8 + 6) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 
  100/400 f ., one creature. Hit: 9 (1d10 + 4) piercing damage.
  Intermediate Bandit Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 (Scale mail)
  Hit Points 137 (15d10 + 55)
  Speed 30 f .
  STR
  19 (+4)
  DEX
  15 (+2)
  CON
  17 (+3)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +9, Constitution +8
  Skills Athletics +9, Intimidation +7
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 6 (2,300 XP)
  Ambush. T e intermediate bandit boss has advantage on attack 
  rolls against any creature that hasn’t yet taken a turn in combat.
  Menacing. As a bonus action, the intermediate bandit boss can 
  force a target it can see within 60 feet to make a DC 17 Wisdom 
  saving throw. On a failed save, the target has disadvantage on 
  their next attack.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, the intermediate bandit boss deals 
  +2 damage with it.
  Second Wind. On their turn, the intermediate bandit boss can 
  use a bonus action to regain 1d10 + 15 hit points. Once they use 
  this feature, they must f nish a long or short rest before using 
  it again.
  Action Surge. Once per day, on their turn, the intermediate 
  bandit boss can take an additional action on top of their normal 
  action and possible bonus action. Once they use this feature, 
  they must f nish a long or short rest before using it again.
  Commander. T e intermediate bandit boss can use a bonus 
  action to shout commands. All allies within 120 f . gain 1d6 to 
  their next attack roll.
  Actions
  Multiattack. T e intermediate bandit boss makes three melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5f , one 
  creature. Hit: 10 (1d8 + 6) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 
  100/400 f ., one creature. Hit: 9 (1d10 + 4) piercing damage.
  
  213
  Advanced Bandit Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 17 (Breastplate)
  Hit Points 185 (20d10 + 75)
  Speed 30 f .
  STR
  20 (+5)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  14 (+2)
  Saving T rows Strength +11, Constitution +9
  Skills Athletics +11, Intimidation +8
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 9 (5,000 XP)
  Ambush. T e advanced bandit boss has advantage on attack 
  rolls against any creature that hasn’t yet taken a turn in combat.
  Menacing. As a bonus action, the advanced bandit boss can 
  force a target it can see within 60 feet to make a DC 20 Wisdom 
  saving throw. On a failed save, the target has disadvantage on 
  their next attack.
  Fighting Style (Dueling). When using a melee weapon in one 
  hand and no other weapons, the advanced bandit boss deals +2 
  damage with it.
  Second Wind. On their turn, the advanced bandit boss can use 
  a bonus action to regain 1d10 + 20 hit points. Once they use this 
  feature, they must f nish a long or short rest before using 
  it again.
  Action Surge. Once per day, on their turn, the advanced bandit 
  boss can take an additional action on top of their normal action 
  and possible bonus action. Once they use this feature, they must 
  f nish a long or short rest before using it again.
  Commander. T e advanced bandit boss can use a bonus action 
  to shout commands. All allies within 120 f . gain 1d8 to their 
  next attack roll.
  Actions
  Multiattack. T e advanced bandit boss makes four melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +11 to hit, reach 5f , one 
  creature. Hit: 11 (1d8 + 7) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range 
  100/400 f ., one creature. Hit: 10 (1d10 + 5) piercing damage.
  
  214
  Assassins
  Assassins are the elite of the criminal underworld, with desirable 
  skills which can demand high prices. Successful assassins can live 
  lives of relative luxury, which can make them a valuable target for 
  less skilled criminals. 
  T e Two Blades guild commands a high number of assassins 
  who hone their skills with every job taken, and T e Purple Rose 
  allow none but assassins into their ranks. Freelancers can f nd 
  employment from any of the criminal organization who have 
  rivals, and may even f nd a permanent spot in their ranks if the pay 
  is good enough.
  Assassins equip themselves with the best gear available, and have 
  the coin to pay for it. 
  d20
  Item(s)
  1-4
  A coin purse with 1d4 pp.
  5-7
  A coin purse with 1d6 gp, and 2d4 pp.
  8-9
  A coin purse with 1d8 ep, 2d6 gp, and 3d4 pp.
  10
  A coin purse with 1d10 sp, 2d8 ep, 3d6 gp, and 4d4 pp.
  11-13
  A vial with an extremely deadly and fast-acting poison.
  14-16
  A f nely craf ed dagger with beautiful inlay and sheath.
  17-19
  A tight-f tting leather harness that can be worn under 
  clothing to hide weapons.
  20
  Roll twice for this loot drop.
  The Method
  Assassins have many dif erent methods for dispatching the target. 
  Some of these methods are subtle, others are more direct.
  d6
  Preferred Method
  1
  A perfectly aimed poisoned arrow, shot from afar.
  2
  A poisoned blade up close and personal on the street.
  3
  Covert inf ltration by night through a high window, 
  then a silent kill with a well aimed piercing or slashing 
  weapon.
  4
  Gaining entry by bribing a guard or doorman, then 
  posing as staf  and poisoning the target’s food or drink.
  5
  Creating an elaborate backstory and inf ltrating an 
  organization over the course of several weeks or months, 
  then dispatching their target covertly by blade or poison.
  6
  Trapping the target in an enclosed space and dispatching 
  them with f re, smoke, inhaled poison or the like.
  Basic Assassin
  Medium Humanoid (Any Race), Neutral
  Armor Class 14 (Leather)
  Hit Points 8 (1d8 + 4)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  14 (+2)
  Saving T rows Dexterity +4, Intelligence +2
  Skills Acrobatics+4, Deception +3, Perception +2, Persuasion +3, 
  Slight of Hand +4, Stealth +4
  Senses Passive Perception 12
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Escape Artist. T e basic assassin leaves no trace. Anyone 
  attempting to track them has disadvantage.
  Actions
  Dagger. Melee or Range Weapon Attack: +4 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 f ., one 
  creature. Hit: 6 (1d6 + 3) piercing damage.
  Assassins are the elite of the criminal underworld, with desirable 
  skills which can demand high prices. Successful assassins can live 
  lives of relative luxury, which can make them a valuable target for 
  T e Two Blades guild commands a high number of assassins 
  who hone their skills with every job taken, and T e Purple Rose 
  allow none but assassins into their ranks. Freelancers can f nd 
  employment from any of the criminal organization who have 
  rivals, and may even f nd a permanent spot in their ranks if the pay 
  Assassins equip themselves with the best gear available, and have 
  A coin purse with 1d8 ep, 2d6 gp, and 3d4 pp.
  A coin purse with 1d10 sp, 2d8 ep, 3d6 gp, and 4d4 pp.
  A vial with an extremely deadly and fast-acting poison.
  A f nely craf ed dagger with beautiful inlay and sheath.
  A tight-f tting leather harness that can be worn under 
  Basic Assassin
  
  215
  Average Assassin
  Medium Humanoid (Any Race), Neutral
  Armor Class 14 (Leather)
  Hit Points 13 (2d8 + 5)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  13 (+1)
  CHA
  15 (+2)
  Saving T rows Dexterity +5, Intelligence +4
  Skills Acrobatics+5, Deception +4, Perception +3, Persuasion +4, 
  Slight of Hand +5, Stealth +5
  Senses Passive Perception 13
  Languages Any one language (usually Common)
  Challenge 1 (200 XP)
  Escape Artist. T e average assassin leaves no trace. Anyone 
  attempting to track them has disadvantage.
  Poison Dip. T e average assassin can use a bonus action, 
  before their Attack action, to add poison to their weapon. On 
  a successful attack, the target must make a DC 15 Constitution 
  saving throw or become poisoned. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Actions
  Dagger. Melee or Range Weapon Attack: +5 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 f ., one 
  creature. Hit: 6 (1d6 + 3) piercing damage.
  Skilled Assassin
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Leather)
  Hit Points 18 (3d8 + 6)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +7, Intelligence +6
  Skills Acrobatics+7, Deception +6, Perception +5, Persuasion +6, 
  Slight of Hand +7, Stealth +7
  Senses Passive Perception 15
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Escape Artist. T e skilled assassin leaves no trace. Anyone 
  attempting to track them has disadvantage.
  Poison Dip. T e skilled assassin can use a bonus action, 
  before their Attack action, to add poison to their weapon. On 
  a successful attack, the target must make a DC 17 Constitution 
  saving throw or become incapacitated. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Actions
  Dagger. Melee or Range Weapon Attack: +7 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 f ., one 
  creature. Hit: 7 (1d6 + 4) piercing damage.
  Elite Assassin
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 (Studded Leather)
  Hit Points 23 (4d8 + 7)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  19 (+4)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  15 (+2)
  CHA
  17 (+3)
  Saving T rows Dexterity +8, Intelligence +8
  Skills Acrobatics+8, Deception +7, Perception +6, Persuasion +7, 
  Slight of Hand +8, Stealth +8
  Senses Passive Perception 16
  Languages Any one language (usually Common)
  Challenge 3 (700 XP)
  Escape Artist. T e elite assassin leaves no trace. Anyone 
  attempting to track them has disadvantage.
  Poison Dip. T e elite assassin can use a bonus action, before 
  their Attack action, to add poison to their weapon. On a 
  successful attack, the target must make a DC 19 Constitution 
  saving throw or become paralysed. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Actions
  Dagger. Melee or Range Weapon Attack: +8 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 f ., one 
  creature. Hit: 7 (1d6 + 4) piercing damage.
  Legendary Assassin
  Medium Humanoid (Any Race), Neutral
  Armor Class 17 (Studded Leather)
  Hit Points 28 (5d8 + 8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  16 (+3)
  CHA
  18 (+4)
  Saving T rows Dexterity +10, Intelligence +10
  Skills Acrobatics+10, Deception +9, Perception +8, Persuasion +9, 
  Slight of Hand +10, Stealth +10
  Senses Passive Perception 18
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Escape Artist. T e legendary assassin leaves no trace. Anyone 
  attempting to track them has disadvantage.
  Poison Dip. T e legendary assassin can use a bonus action, 
  before their Attack action, to add poison to their weapon. On 
  a successful attack, the target must make a DC 21 Constitution 
  saving throw or become unconscious. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Actions
  Dagger. Melee or Range Weapon Attack: +10 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 7 (1d4 + 5) piercing damage.
  Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 f ., 
  one creature. Hit: 8 (1d6 + 5) piercing damage.
  
  216
  Beginner Assassin Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 14 (Leather)
  Hit Points 39 (7d8 + 8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  16 (+3)
  WIS
  14 (+2)
  CHA
  16 (+3)
  Saving T rows Dexterity +6, Intelligence +6
  Skills Acrobatics+9, Deception +9, Insight +8, Perception +8, 
  Persuasion +6, Slight of Hand +6, Stealth +6
  Senses Passive Perception 15
  Languages Any one language (usually Common)
  Challenge 4 (1,100 XP)
  Escape Artist. T e beginner assassin boss leaves no trace. 
  Anyone attempting to track them has disadvantage.
  Poison Dip. T e beginner assassin boss can use a bonus action, 
  before their Attack action, to add poison to their weapon. On 
  a successful attack, the target must make a DC 19 Constitution 
  saving throw or become incapacitated. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Sneak attack (+4d6). Once per turn, the beginner assassin boss 
  can deal an extra 4d6 damage to one creature they hit with an 
  attack if they have advantage on the attack roll. T e attack must 
  use a f nesse or ranged weapon. T ey don’t need advantage on 
  the attack roll if another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and they don’t have disadvantage 
  on the attack roll.
  Cunning Action. On their turn, as a bonus action, the beginner 
  assassin boss can take a Dash, Dodge, Disengage, or Hide action.
  Assassinate. T e beginner assassin boss has advantage on attack 
  rolls against any creature that hasn’t taken a turn in combat yet. 
  Additionally, if they hit a surprised creature, it is counted as a 
  critical hit.
  Uncanny Dodge. When the beginner assassin boss is hit with 
  an attack from an attacker that they can see, they can use their 
  reaction to halve the attack’s damage.
  Evasion. When the beginner assassin boss is subjected to an 
  ef ect that allows them to make a Dexterity saving throw to only 
  take half damage, they take no damage on a successful saving 
  throw and half damage on a failed one.
  Actions
  Dagger. Melee or Range Weapon Attack: +6 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 5 (1d4 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 f ., one 
  creature. Hit: 6 (1d6 + 3) piercing damage.
  Intermediate Assassin Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 15 (Leather)
  Hit Points 57 (11d8 + 8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  18 (+4)
  WIS
  16 (+3)
  CHA
  18 (+4)
  Saving T rows Dexterity +8, Intelligence +8
  Skills Acrobatics+8, Deception +12, Insight +11, Perception +11, 
  Persuasion +8, Slight of Hand +8, Stealth +12
  Senses Passive Perception 21
  Languages Any one language (usually Common)
  Challenge 6 (2,300 XP)
  Escape Artist. T e intermediate assassin boss leaves no trace. 
  Anyone attempting to track them has disadvantage.
  Poison Dip. T e intermediate assassin boss can use a bonus 
  action, before their Attack action, to add poison to their 
  weapon. On a successful attack, the target must make a DC 22 
  Constitution saving throw or become paralyzed. T e target can 
  repeat the saving throw at the end of each of its turns, ending the 
  poison's ef ects on a success.
  Sneak attack (+6d6). Once per turn, the intermediate assassin 
  boss can deal an extra 6d6 damage to one creature they hit with 
  an attack if they have advantage on the attack roll. T e attack 
  must use a f nesse or ranged weapon. T ey don’t need advantage 
  on the attack roll if another enemy of the target is within 5 
  feet of it, that enemy isn’t incapacitated, and they don’t have 
  disadvantage on the attack roll.
  Cunning Action. On their turn, as a bonus action, the 
  intermediate assassin boss can take a Dash, Dodge, Disengage, 
  or Hide action.
  Assassinate. T e intermediate assassin boss has advantage 
  on attack rolls against any creature that hasn’t taken a turn in 
  combat yet. Additionally, if they hit a surprised creature, it is 
  counted as a critical hit.
  Uncanny Dodge. When the intermediate assassin boss is hit 
  with an attack from an attacker that they can see, they can use 
  their reaction to halve the attack’s damage.
  Evasion. When the intermediate assassin boss is subjected to an 
  ef ect that allows them to make a Dexterity saving throw to only 
  take half damage, they take no damage on a successful saving 
  throw and half damage on a failed one.
  Inf ltration Expertise. T e intermediate assassin can spend 
  seven days and 25g to create a false identity for themselves with 
  established history and connections. T ey can’t establish an 
  identity that belongs to someone else. When disguised this way, 
  people will believe them to be the new identity unless given 
  reason not to.
  Actions
  Dagger. Melee or Range Weapon Attack: +8 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 f ., one 
  creature. Hit: 7 (1d6 + 4) piercing damage.
  
  217
  Advanced Assassin Boss
  Medium Humanoid (Any Race), Neutral
  Armor Class 16 (Leather)
  Hit Points 75 (15d8 + 8)
  Speed 30 f .
  STR
  10 (+0)
  DEX
  20 (+5)
  CON
  10 (+0)
  INT
  20 (+5)
  WIS
  18 (+4)
  CHA
  20 (+5)
  Saving T rows Dexterity +10, Intelligence +10
  Skills Acrobatics+10, Deception +15, Insight +14, Perception +9, 
  Persuasion +10, Slight of Hand +15, Stealth +15
  Senses Passive Perception 19
  Languages Any one language (usually Common)
  Challenge 8 (3,900 XP)
  Escape Artist. T e advanced assassin boss leaves no trace. 
  Anyone attempting to track them has disadvantage.
  Poison Dip. T e advanced assassin boss can use a bonus action, 
  before their Attack action, to add poison to their weapon. On 
  a successful attack, the target must make a DC 25 Constitution 
  saving throw or become unconscious. T e target can repeat the 
  saving throw at the end of each of its turns, ending the poison's 
  ef ects on a success.
  Sneak attack (+8d6). Once per turn, the advanced assassin boss 
  can deal an extra 8d6 damage to one creature they hit with an 
  attack if they have advantage on the attack roll. T e attack must 
  use a f nesse or ranged weapon. T ey don’t need advantage on 
  the attack roll if another enemy of the target is within 5 feet of it, 
  that enemy isn’t incapacitated, and they don’t have disadvantage 
  on the attack roll.
  Cunning Action. On their turn, as a bonus action, the advanced 
  assassin boss can take a Dash, Dodge, Disengage, or Hide action.
  Assassinate. T e advanced assassin boss has advantage on attack 
  rolls against any creature that hasn’t taken a turn in combat yet. 
  Additionally, if they hit a surprised creature, it is counted as a 
  critical hit.
  Uncanny Dodge. When the advanced assassin boss is hit with 
  an attack from an attacker that they can see, they can use their 
  reaction to halve the attack’s damage.
  Evasion. When the advanced assassin boss is subjected to an 
  ef ect that allows them to make a Dexterity saving throw to only 
  take half damage, they take no damage on a successful saving 
  throw and half damage on a failed one.
  Inf ltration Expertise. T e advanced assassin can spend seven 
  days and 25g to create a false identity for themselves with 
  established history and connections. T ey can’t establish an 
  identity that belongs to someone else. When disguised this way, 
  people will believe them to be the new identity unless given 
  reason not to.
  Actions
  Dagger. Melee or Range Weapon Attack: +10 to hit, reach 5f . or 
  range 20/60 f ., one creature. Hit: 7 (1d4 + 5) piercing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 f ., one 
  creature. Hit: 8 (1d6 + 5) piercing damage.
  
  218
  Unique Items
  Each of these items can be found on one of the NPCs within this 
  book, and can be used or distributed at the DM’s discretion.
  Black Beast’s Gaze
  Wondrous item, rare 
  T e eye of a massive burrowing insect monstrosity. It is kept in a 
  leather pouch and f ts in the palm of a hand. It appears to most 
  people as a large, black, translucent opal with f ecks of amber deep 
  within it.
  When the eye is taken out of its leather pouch, any creature within 
  30 feet that looks at it, including the eye’s holder, must make a DC 
  15 Wisdom saving throw. On a failed save, the viewer is forced to 
  roll a d6 to determine their new condition or action on their next 
  turn. T e viewer can re-roll their saving throw at the end of each 
  of their future turns. Once they have succeeded, they will not be 
  af ected by the eye until they look at it again.
  d6
  Condition / Action
  1
  T e viewer is blinded.
  2
  T e viewer is charmed by the holder of the eye.
  3
  T e viewer is frightened by the holder of the eye.
  4
  T e viewer is incapacitated.
  5
  T e viewer attacks any target within 5 feet of them with 
  whatever weapon they are holding, or their f sts if they are 
  unarmed.
  6
  T e viewer runs for their entire movement speed in a 
  random direction of the DM’s choosing.
  Value: ~4,000 gp
  The Blade of Dagr-Nath
  Weapon (longsword), rare
  T is blade was originally forged to commemorate the victory of 
  a dark elf army over that of a vastly larger alliance of high elves 
  and wood elves. T e weapons were taken from the bodies of the 
  alliance commanders and melted down to create the steel used to 
  forge this blade. 
  T e sword itself is well-known among those who 
  pledge allegiance to the dark forces. It is a sign of 
  power and bestows its owner with advantage on 
  Intimidation and Persuasion checks against elves.
  Damage: 10 (1d8 + 6) slashing
  Value: ~3,000 gp
  Blade of Vasim Tell’ani
  Weapon (scimitar), very rare (requires 
  attunement)
  T is wickedly sharp scimitar is enchanted 
  with a unique spell. When the attuned 
  wielder hits an enemy with an attack using this 
  weapon, the blade glows with a faint yellow light 
  and its damage is increased by +1. Each time the 
  wielder lands a successful attack, the blade gains 
  +1 damage. T e damage increases until the wielder 
  misses an attack, at which point all bonus damage is 
  nullif ed and the blade fades, now smoking with a dark gray 
  fume and hot to the touch. T ere is no limit to the amount of 
  bonus damage that the blade can gain, however all bonus damage 
  is nullif ed 60 seconds af er the last successful attack.
  Legends say that Vazim Tell’ani was a vicious warlord from the 
  Far East. He ruled a nomadic people centuries ago who made war 
  with many kingdoms. On his 50th birthday he was betrayed by 
  his lover, drugged, and sold to a brutal and unforgiving king who 
  had him burned alive on the top of a high dune for all to see. Many 
  days passed as word reached his sons of his death. T ey rode many 
  days and many nights to the high dune and, once there, gathered 
  what they could of their father’s ashes. T ey swore revenge on 
  all kingdoms in the realm and took the ashes, gathering them 
  in a copper urn. Vabrum, Vasim’s eldest son, commissioned the 
  smithing of a new sword which he would use to remove the head 
  of every king who had conspired against his father. He instructed 
  the smith to mix his father’s ashes into the coal he would use to 
  smelt the ore, thereby imbuing the blade with the very soul of 
  Vasim himself. T e blade remained an heirloom of the Tell’ani 
  brothers and their decedents until well af er it had fulf lled 
  Vabrum’s curse on the kings. Af er that, the blade mysteriously 
  went missing, but has been claimed to exist mounted on the wall of 
  countless armories throughout the realms.
  Value: ~35,000 gp
  Blackheart’s Blade
  Weapon (longsword), rare
  T is blade was once owned by the infamous pirate Samul 
  Blackheart, whose name is legendary amount the pirates, slavers, 
  bandits and ruf  ans from throughout the realm. Whoever wields 
  it has advantage on skill checks using Charisma against non-
  law-abiding citizens—the sort of scum who would hold Captain 
  Blackheart in high esteem.
  Damage: 4 (1d8) slashing
  Value: ~4,500 gp
  Book of Blackmail
  Book, rare
  T is book contains a wealth of information about local lords, 
  leaders and people of high status—even those of high status in 
  low places such as the leader of a thieves’ guild. Some of the 
  information is pure fantasy (but not beyond possibility) 
  and the rest of the information is cold, hard fact, the sort 
  of fact that most folk wouldn’t want going public.
  T e knowledge in the book grants the owner +1d6 
  on Insight, Intimidation, and Persuasion checks 
  made against anyone named in the book. 
  Value: ~350 gp
  Crude Beaded Necklace
  Jewelry, uncommon (requires attunement)
  T is necklace was craf ed from remnants of 
  other jewelry found on the streets and back allies 
  of a merchant quarter in the city. It has been 
  slowly assembled by a young girl named Nell and, 
  though she doesn’t know it, one of the remnants is a 
  small piece of a very powerful ancient seal. Its magical 
  energy still lingers, and may prove to be a very important 
  relic to any nefarious character on the lookout for it, or that 
  learned of its whereabouts.
  Value: ~10 gp
  alliance commanders and melted down to create the steel used to 
  T e sword itself is well-known among those who 
  pledge allegiance to the dark forces. It is a sign of 
  power and bestows its owner with advantage on 
  Intimidation and Persuasion checks against elves.
  Blade of Vasim Tell’ani
  Weapon (scimitar), very rare (requires 
  T is wickedly sharp scimitar is enchanted 
  with a unique spell. When the attuned 
  wielder hits an enemy with an attack using this 
  weapon, the blade glows with a faint yellow light 
  and its damage is increased by +1. Each time the 
  wielder lands a successful attack, the blade gains 
  +1 damage. T e damage increases until the wielder 
  misses an attack, at which point all bonus damage is 
  nullif ed and the blade fades, now smoking with a dark gray 
  fume and hot to the touch. T ere is no limit to the amount of 
  leaders and people of high status—even those of high status in 
  low places such as the leader of a thieves’ guild. Some of the 
  information is pure fantasy (but not beyond possibility) 
  and the rest of the information is cold, hard fact, the sort 
  of fact that most folk wouldn’t want going public.
  T e knowledge in the book grants the owner +1d6 
  on Insight, Intimidation, and Persuasion checks 
  made against anyone named in the book. 
  Value: ~350 gp
  Crude Beaded Necklace
  Jewelry, uncommon (requires attunement)
  T is necklace was craf ed from remnants of 
  other jewelry found on the streets and back allies 
  of a merchant quarter in the city. It has been 
  slowly assembled by a young girl named Nell and, 
  though she doesn’t know it, one of the remnants is a 
  small piece of a very powerful ancient seal. Its magical 
  energy still lingers, and may prove to be a very important 
  relic to any nefarious character on the lookout for it, or that 
  learned of its whereabouts.
  Value: ~10 gp
  
  219
  Drum Chest
  Wondrous item, uncommon
  T is drum has a hidden hatch near one of the shoulder straps, 
  opened with a unique key. T e hatch is the length and width of a 
  f attened palm, and opens inward on a hidden hinge. T e space 
  inside is large enough to f t as much as an average backpack, as 
  long as you can f t the object through the hatch. T e drum is 
  most commonly used to temporarily conceal loot af er a spree of 
  pickpocketing. Even when full, the drum’s sound is not af ected by 
  the items inside it due to the clever design and craf smanship.
  Value: ~190 gp
  Enhanced Forger’s Kit
  Forgery kit, rare
  T is kit not only contains all of the standard items contained 
  within a forgery kit, but also contains wooden replica rings of all 
  the major lords and noble houses from throughout the realm. T e 
  use of authentic-looking wax seals makes forging documents from 
  the upper elite even more convincing.
  Value: ~45 gp
  Finger Blade
  Tool, common
  T is slender knife, used for cutting purses and picking locks, 
  is small enough to be  easily concealed in one’s hand, or can be 
  incorporated into a glove for ease of access. When used, it grants 
  advantage to any attempt the user makes to cut a purse or pick a 
  simple lock.
  Value: ~5 gp
  Fury
  Weapon (warhammer), rare (requires attunement)
  T e wielder of this impressive hammer can forgo their movement 
  and bonus action during their turn to charge up Fury with magical 
  energy. When charged, the head of the warhammer glows with a 
  pulsing red light.
  On the next successful attack, Fury unleashes its magical energy 
  in the form of a massive blow that causes the target of the attack 
  to take an additional 1d8 force damage. Additionally, all targets of 
  Medium size or smaller within a 15 foot cone must make a DC 15 
  Constitution saving throw, or be knocked back 10 feet. 
  Damage: 5 (1d8) bludgeoning, +5 (1d8) force damage 
  Value: ~5,000 gp
  Gemstone Flute
  Instrument, uncommon (requires attunement)
  T is f nely craf ed f ute is adorned with a glittering gemstone 
  suspended from a cord. When playing this instrument the 
  musician has advantage on Performance checks.
  Value: ~160 gp
  Gold Dragon Figurine
  Wondrous item, rare (requires attunement)
  T is small dragon f gurine is f nely craf ed from pure gold and 
  could f t in the palm of a hand. It is enchanted to contain an entire 
  rooms worth of poisonous gas within, which can be triggered in a 
  variety of ways. 
  T e owner (once attuned) can speak the words, “let forth your 
  breath” in Draconic within 50 feet of the f gurine, to have it 
  instantly belch a dark green cloud of poison in a 30 foot sphere. 
  Additionally, the owner can give the f gurine delayed commands, 
  such as, “the next time you are picked up, let forth your breath” or 
  can give more specif c times such as ,“in one hour...” in Draconic, 
  and the f gurine will follow the instructions. T e f gurine can be 
  disarmed when the owner says, “sleep and be still” in Draconic 
  within 50 feet of the f gurine.
  T e f gurine will recharge its poison breath 24 hours af er it’s 
  been expelled. 
  Value: ~2,250 gp
  Heads & Tails
  Wondrous item, rare (requires attunement)
  A pair of gold coins, one with the impression of a monarch’s face 
  at prof le on both sides, and the other with the impression of a 
  thieving magpie on both sides. When the coins are within 5 feet 
  of each other they have no ef ect. But when they are separated, the 
  tails coin teleports coins worth at least 1 copper piece (starting 
  with the highest denomination) to the heads coin at a rate of 1 coin 
  per minute for 1 hour, at which point the tails coin will teleport 
  itself to within 1 inch of the heads coin.
  T is wondrous item is best utilizes by swindlers and thieves who 
  slip the tails coin into the coin purse of their unsuspecting victim, 
  or pay for goods with a handful of gold pieces so that the tails coin 
  won’t stand out.
  Value: ~2,900 gp
  Hidden Wrist-Blade
  Weapon (dagger), uncommon
  T is devilish little device is designed to f t under the wearers glove, 
  strapped around the wrist. When the wearer pulls their hand 
  back to make their palm perpendicular with their forearm, the 
  blade deploys and extends out 6 or so inches. T e blade locks in 
  place when fully extended, and is most commonly used to stab an 
  unsuspecting target.
  Damage: 2 (1d4) piercing
  Value: ~10 gp
  Hobgoblin Glaive
  Weapon (reach), uncommon
  T is glaive, made by master hobgoblin craf smen, deals +1 damage, 
  and is long enough to extend the wielder’s reach by an additional 5 
  feet (on top of the 5 feet granted by its reach property) but giving 
  the wielder disadvantage on attack rolls made at this distance.
  Damage: 12 (1d10 + 1) slashing
  Value: ~60 gp
  Knot of Romantic Entanglement
  Bracelet, common
  T is bracelet, weaved from tatty cotton thread, grants the wearer 
  +1d4 when performing skill checks using Charisma if the check 
  has anything to do with f irtation, seduction or romance.
  Value: ~50 gp
  
  220
  Loupe of True Sight
  Wondrous item, very rare
  One of the most useful items for a jeweler or collector of f ne gems, 
  the Loupe of True Sight grants the wearer the ability to identify 
  the magical properties of gems, jewels and other precious stones. 
  T ese magical properties can be innate to the item, or could have 
  been imbued in the item through a spell, ritual, or enchantment. 
  Value: ~8,250 gp
  Multitool
  Tool, uncommon
  T is hand held tool has many 
  dif erent tools within it, giving 
  the user advantage when picking 
  locks, disarming traps, and other 
  complex tasks requiring Dexterity 
  or Intelligence.
  Value: ~350 gp
  Orb of The Voice
  Wondrous item, rare
  T is orb is a means of 
  communication for the 
  entity known only as T e 
  Voice. Within is a whirling, churning maelstrom 
  which feeds paranoia, mocks, threatens and 
  laughs. When the orb is nearby, sentient creatures 
  suf er frequent nightmares. T e orb can be used as 
  a +1 spellcasting focus and, in addition, a creature can gaze into 
  the orb to attempt to harness a portion of its power. Each time 
  a creature gazes into the orb, they must make a DC 20 Wisdom 
  saving throw. On a failed save, roll a d10. T e creature is given a 
  new f aw or personality quirk that lasts for 1 week (use the  table 
  below, or use it as inspiration to create your own); af er multiple 
  failures, these can become severe. 
  d10
  Ef ect
  1
  New f aw - “I WILL NOT BE MOCKED!”
  2
  New f aw - “Gold. I have to have it. I have to have it!”
  3
  Every time the character faces a new enemy, they must 
  make a Wisdom saving throw (DC 15). On a failed save, 
  the character is frightened of the enemy. T e character 
  may repeat this saving throw as a bonus action on their 
  turn.
  4
  T e character is mute.
  5
  New f aw - “T e Voice knows best. If I’m the only one that 
  can hear it, that just means I’m special.” 
  6
  Every time the character f nishes speaking, they must say 
  “so says T e Voice” or suf er intense pain (1d4 psychic 
  damage)
  7
  Once per turn, before the character declares an attack, 
  they must roll a d20. On a 1, the character must attack the 
  closest ally, moving up to their speed if necessary.
  8
  Animals fear the character intensely and are unable to be 
  calmed in their presence, instead f eeing or f ghting as best 
  suits their nature. 
  9
  When the character casts a spell, roll a d20. On a 1, 
  the spell backf res, creating the opposite ef ect to that 
  intended, or targeting the caster or an ally rather than an 
  enemy (or vice-versa) at the DM’s discretion.
  10
  T e character immediately takes 1d12 psychic damage, 
  and its hit point maximum is reduced by the damage 
  taken for the duration of the week.
  On a successful save, the orb’s bonus increases to +2 and the 
  wielder has advantage on Wisdom and Intelligence saving throws. 
  T ese benef ts last for 24 hours.
  Value: ~4,600 gp
  Orryn’s Enchanted Playing Cards
  Wondrous item, rare (requires attunement)
  T is magical deck of playing cards has been enchanted with an 
  illusion spell. Each card has a blank face but, when dealt, the cards 
  take on their value according to the desires of the person who the 
  deck is attuned to. If someone looks at the card faces before they 
  are dealt, they will all be assigned a random face value.
  A magic user prof cient in illusion spells can detect the 
  enchantment on the cards with an DC 20 Arcana check. 
  Value: ~2,500 gp
  Poppy Milk Vial
  Elixir, rare
  A small vial full of viscous white liquid. When diluted into a drink 
  it has no f avor or smell and when consumed in such a fashion it 
  causes the drinker to become drowsy and fall asleep within thirty 
  minutes. T ey will be in a sleep so deep that, though a vigorous 
  shake or a slap in the face will temporarily rouse them, they will 
  immediately be drawn back into sleep, and must rest for at least 
  eight hours before they are able to come to their senses. 
  Value: ~1,000 gp
  Potion of Spell Rejuvenation
  Potion, rare
  When a creature drinks this foul-smelling, bitter potion, roll a d10 
  and refer to the following table for the ef ect.
  d10
  Ef ect
  1-3
  T e drinker recovers their lowest level expended spell 
  slot.
  4-5
  T e drinker  recovers their two lowest level expended 
  spell slots.
  6-7
  T e drinker recovers their highest level expended spell 
  slot.
  8-9
  T e drinker recovers their two highest level expended 
  spell slots.
  10
  T e drinker recovers all expended spell slots, and must 
  make a DC 17 Constitution saving thrown. On a failed 
  save, they suf er one level of exhaustion.
  Value: ~2000 gp
  Potion of Suggestion
  Potion, uncommon
  Just two drops of this bright blue, magic liquid, consumed 
  directly from the vial or concealed in an unsuspecting target’s 
  Multitool
  T is hand held tool has many 
  dif erent tools within it, giving 
  the user advantage when picking 
  locks, disarming traps, and other 
  complex tasks requiring Dexterity 
  Orb of The Voice
  Wondrous item, rare
  T is orb is a means of 
  communication for the 
  entity known only as T e 
  Voice. Within is a whirling, churning maelstrom 
  which feeds paranoia, mocks, threatens and 
  laughs. When the orb is nearby, sentient creatures 
  suf er frequent nightmares. T e orb can be used as 
  a +1 spellcasting focus and, in addition, a creature can gaze into 
  the orb to attempt to harness a portion of its power. Each time 
  wielder has advantage on Wisdom and Intelligence saving throws. 
  T ese benef ts last for 24 hours.
  Value: ~4,600 gp
  Orryn’s Enchanted Playing Cards
  Wondrous item, rare (requires attunement)
  T is magical deck of playing cards has been enchanted with an 
  illusion spell. Each card has a blank face but, when dealt, the cards 
  take on their value according to the desires of the person who the 
  deck is attuned to. If someone looks at the card faces before they 
  are dealt, they will all be assigned a random face value.
  A magic user prof cient in illusion spells can detect the 
  enchantment on the cards with an DC 20 Arcana check. 
  Value: ~2,500 gp
  Poppy Milk Vial
  Elixir, rare
  A small vial full of viscous white liquid. When diluted into a drink 
  it has no f avor or smell and when consumed in such a fashion it 
  causes the drinker to become drowsy and fall asleep within thirty 
  minutes. T ey will be in a sleep so deep that, though a vigorous 
  shake or a slap in the face will temporarily rouse them, they will 
  
  221
  ale mug, drinking horn, or wine glass, causes the target to have 
  disadvantage on saving throws against Deception, Intimidation, 
  and Persuasion from any creature for 1 hour. 
  Value: ~185 gp
  Powerful Crossbow
  Weapon (crossbow), rare
  A heavy crossbow of Dwarvish origin (with specialized 
  adaptations), its multiple limbs and thick string allow for 
  a frightening draw weight. Despite this, its unique design 
  allows it to be loaded and drawn with ease. Whenever this 
  bow deals maximum damage, the target must succeed at a DC 
  15 Constitution saving throw. On a failed save, the attack is 
  considered a critical hit.
  Damage: 5 (1d10) piercing
  Value: ~2,500 gp
  Rowan Bead Necklace
  Wondrous item, uncommon (requires attunement)
  A necklace of beads craf ed from the wood of the Rowan tree, a 
  plant well known amongst herbalists for its resistance to witchcraf  
  and enchantment. T e necklace grants the wearer +1d6 on 
  Wisdom saving throws.
  Value: ~160 gp
  Scalpel
  Weapon (dagger), uncommon
  T is extremely small blade is so sharp, it can make incisions 
  without causing any immediate pain when in the hand of a skilled 
  practitioner. Attack rolls of 19 or 20 made with this weapon are 
  considered a critical hit, and deal four times normal damage if the 
  target is surprised.
  Damage: 2 (1d4) slashing
  Value: ~120 gp
  Skera
  Weapon (greatsword), rare (requires attunement)
  T is sword was craf ed in the ancient Nord fashion, f nely 
  balanced with a razor edge. When an attack with this weapon deals 
  maximum damage, the target must make a Constitution saving 
  throw, the DC of which is 8 + the wielder’s prof ciency bonus + the 
  wielder’s Strength modif er. On a failed save, a limb (determined 
  randomly or assigned by the DM) is cleaved from the target’s body, 
  if the target is Large or smaller.
  Damage: 8 (2d6  +  1) slashing
  Value ~1,850 gp
  without causing any immediate pain when in the hand of a skilled 
  considered a critical hit, and deal four times normal damage if the 
  T is extremely small blade is so sharp, it can make incisions 
  without causing any immediate pain when in the hand of a skilled 
  practitioner. Attack rolls of 19 or 20 made with this weapon are 
  considered a critical hit, and deal four times normal damage if the 
  target is surprised.
  Damage: 2 (1d4) slashing
  Value: ~120 gp
  Skera
  Weapon (greatsword), rare (requires attunement)
  T is sword was craf ed in the ancient Nord fashion, f nely 
  balanced with a razor edge. When an attack with this weapon deals 
  maximum damage, the target must make a Constitution saving 
  throw, the DC of which is 8 + the wielder’s prof ciency bonus + the 
  wielder’s Strength modif er. On a failed save, a limb (determined 
  randomly or assigned by the DM) is cleaved from the target’s body, 
  if the target is Large or smaller.
  Skeleton Key of Karn Ithel
  Wondrous item, very rare (requires attunement)
  T is key is enchanted with an alteration spell purposed to unlock 
  even the most masterfully locked doors, chests, and even objects 
  locked with magic.
  Karn Ithel is the name of a long-dead mage who was entombed 
  beneath a great fortress of his own making. Legends tell of his 
  rise to power through the use of elemental magic, and how he 
  was eventually betrayed and incarcerated by his followers, who 
  sought his power and wished to bend it to their own purposes. 
  Encased in a great metal sarcophagus, he was kept alive for many 
  decades while his once-loyal followers fed from his life force. T ey 
  had craf ed a key from the amulet he wore, which is said to be the 
  only way to open his casket, the location of which, along with the 
  fortress, has been lost to time.
  Value: ~37,000 gp
  Talim’s Blade
  Weapon (dagger), rare (requires attunement)
  T is dagger is imbued with poison of wraith essence. As well 
  as piercing, on a successful attack, the target takes 1d8 necrotic 
  damage, dealing damage and reducing their maximum hit points. 
  Maximum hit points lost in this way can only be recovered 
  through magical healing, or a long rest.
  T e pommel contains a coin displaying a man’s face on one side, 
  and a dwarf woman’s on the other.
  Damage: 2 (1d4) piercing, 4 (1d8) necrotic
  Value: ~1,250 gp
  Thief Slayer’s Ring
  Ring, common
  T is ring is made of silver and is fashioned in the shape of a 
  swooping crow. It is proof of the wearer’s allegiance to an ancient, 
  once-prevalent (but now disbanded) order of bounty hunters, 
  who tracked down nefarious miscreants. Forced to cease activity 
  af er an infamous thief apprehended and tortured their leader, 
  members were no longer willing to show their af  liation, and the 
  rings became commonly pawned and scrapped items, their worth 
  almost negligible. T ough their signif cance is almost lost among 
  common folk, who would pay no heed to an old ring, there are rare 
  possessors who choose to wear the rings symbolically, but usually 
  keep them hidden in company, especially in the bad parts of town. 
  Some creatures have long memories and vengeful spirits. A wearer 
  can reveal their ring to gain advantage on Intimidation checks 
  against thieves.
  Value: ~35 gp
  
  222
  Unique Spells
  A life spent on the wrong side of the law requires a particular set 
  of spells to aid a craf y character in their skulduggerous af airs. T e 
  following selection of spells were designed for just this purpose, 
  and are ready to be put to good (or morally questionable) use.
  Donnybrook
  5th-level enchantment
  Casting Time: 1 action
  Range: 50 foot square
  Components: V, S
  Duration: 1 minute
  You shout the word “Donnybrook” in the common tongue into a 
  crowd or group of at least 15 targets. T e DM assigns a number 
  on the d100 at which the spell will be unsuccessful, taking into 
  consideration the average Wisdom of the targets. For example, a 
  tavern full of brigands and ruf  ans may have only a 10% chance of 
  failing, while a group of nobles at a fancy dinner party may have a 
  90% chance of failing. 
  If successful, the spell causes all of the targets to immediately 
  attack the closest target to them with whatever non-weapon item 
  they have available. T ese items include tankards, plates, chairs, 
  stools, etc. 
  T e spell lasts for up to one minute, or until most of the targets are 
  unconscious save one, standing confused amidst a pile of stricken 
  bodies. T e caster is unable to revoke the spell’s ef ects before it has 
  run its course.
  Fade
  2nd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: S, M (a pinch of powdered charcoal)
  Duration: Concentration, up to 1 minute
  Your form becomes hazy and indistinct, seeming to fade away into 
  shadowy smoke at the extremities. You have advantage on stealth 
  checks while in dimly lit areas or while standing in the shadow cast 
  by a larger object or creature.
  Forgery
  1st-level transmutation
  Casting Time: 1 hour
  Range: Self
  Components: M (octopus ink)
  Duration: 1 day
  You spend at least 1 hour studying a document written or signed 
  by a particular person. For one day af erward, you can duplicate 
  their hand writing and/or signature perfectly.
  Invisible Arrow
  Illusion cantrip
  Casting Time: 10 seconds
  Range: Touch
  Components: V
  Duration: 1 minute
  While wielding a weapon which requires ammunition, you 
  whisper a short incantation while you draw or load. T e next piece 
  of ammunition becomes invisible the instant it’s f red, and it will 
  remain so for one minute. When f red, no target or bystander can 
  see the ammunition, however they will be able to hear it travel 
  through the air and impact the target.
  Lucky Cricket
  Abjuration cantrip
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S
  Duration: 10 minutes
  You conjure the image of a spectral cricket, and instruct it to 
  guard a doorway, short corridor, small room or other similarly 
  constrained location. If a Tiny or larger creature approaches the 
  area, the cricket will begin chirping loud enough for you to hear. 
  Patter
  4th-level enchantment
  Casting Time: 1 action
  Range: 30 foot cone
  Components: V, S
  Duration: 1 minute
  You gain the ability to speak in a long, unbroken series of words 
  that both confuse and confound the target(s). Any creature in 
  range that can understand the language you are speaking must 
  make an Intelligence saving throw or become confused for up to 
  1 minute. 
  While confused, targets won’t be hostile or pursue the caster, so 
  intent will they be on unraveling the meaning of the riddle. T e 
  spell is broken if the target(s) are attacked, take damage, or succeed 
  at their saving throw. T e target can attempt a saving throw at the 
  end of each of its turns, and the saving throw becomes easier by -1 
  each time a creature repeats it.
  Shadow Path
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: S, M (a hound’s hair and some sand)
  Duration: Concentration, up to 1 minute
  You can see the footprints of the last creature who traveled along 
  this same path, outlined in a magical blue aura. T e aura is visible 
  only to you.
  When cast at level 4, you can identify the race of the creature, and 
  when cast at level 6 you can identify its name (if it has one and the 
  individual is known to you). 
  
  223
  Sticky fingers
  Transmutation cantrip
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 30 seconds
  For the duration, your hands seem to magnetically attract coins 
  and valuables. You have advantage on Sleight of Hand checks when 
  pickpocketing.
  Talk the Talk
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, M (grease and a mockingbird’s feather)
  Duration: 1 hour
  You are suddenly granted with the ability to say exactly the right 
  thing in social situations. You know the most basic and pertinent 
  information about people you’ve never met before, including their 
  name, title, immediate relations, and publicly known interests—
  anything  they would be happy to disclose in public. 
  T is allows you to blend in and appear as though you belong at 
  any type of social gathering, whether it be a fancy ball at the palace 
  surrounded by the social elite, or a clandestine meeting at a f lthy 
  tavern, surrounded by brigands and thieves. Af er an hour, you 
  forget the information granted to you by the spell when it took 
  ef ect, but retain any gleaned since the spell was cast. For example, 
  the name of a nobleman you did not speak to would be forgotten, 
  but the knowledge of the secret slaving ring run by the baron you 
  ingratiated yourself with would still be known to you.
  Thief’s Eye
  1st-level transmutation
  Casting Time: 1 action
  Range: 120 foot sphere
  Components: S, M (a glass eye)
  Duration: Concentration, up to 1 minute
  All precious metals, gems, and other valuable naturally-
  occurring minerals within a 120 foot sphere, centred 
  on you, glow in a faint blue light visible only to you. T e 
  light can be seen through most objects, walls, ceilings and 
  f oors but is blocked by 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead or 3 feet of wood or dirt.
  Unlock
  1st -level transmutation
  Casting Time: 30 seconds
  Range: Touch
  Components: S
  Duration: Instantaneous
  You close your eyes and place your hand over a small, mechanical, 
  non-magical lock. In your mind’s eye you see the inner workings 
  of the mechanism. As you concentrate, the tiny cogs, springs and 
  levers rotate and move until, with a sudden click, the lock 
  is released.
  Windfall
  3rd-level conjuration
  Casting Time: 6-10 minutes
  Range: Touch
  Components: V, S, M (a number of coins of equal value which you 
  wish to duplicate)
  Duration: 1 hour
  You concentrate for 6, 8, or 10 minutes, creating duplicate coins 
  that are d6, d8, or d10 times as many as the original coins. T e 
  duplicate coins will only exist for 1 hour, af er which point they 
  will instantly disappear, just as they appeared. 
  While they are in the material realm, they have the same weight 
  and appearance as the original coins but cannot be melted down or 
  craf ed into another object. 
  Greed carries a risk. T e spell has a chance of failing, resulting 
  in the disappearance of the original coins, during casting. At 6 
  minutes, there is a 10% chance of this happening. Roll a d10; a 1 
  will cause the spell to fail. At 8 minutes, a 1-3 will result in failure 
  and, at 10 minutes, 1-5.
  223
  All precious metals, gems, and other valuable naturally-
  occurring minerals within a 120 foot sphere, centred 
  on you, glow in a faint blue light visible only to you. T e 
  light can be seen through most objects, walls, ceilings and 
  f oors but is blocked by 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead or 3 feet of wood or dirt.
  
  224
  A massive thank you to all of our Kickstarter backers. Without 
  you motley bunch of brigands, thieves, assassins, and crime lords, 
  this book would quite simply not be a reality. We hope you have as 
  much fun using it as we did making it!
  A. Emiliani
  A. Cooper
  Aaron Davis
  Aaron Woodside
  Adam Farnsworth
  Adam Francour
  Adam J. Souza
  Adam Maraf oti
  Adam Matherly
  Adam Nordin
  Adam Schmidt
  Adam Toulmin
  Adam W. Roy
  AdamD
  Adrian Do
  Afet bint Tuzani
  Ahmad Dia
  AinvarG
  AL BAKER
  Al Gonzalez
  Alan Cohen
  Alessio Serini
  Alex Beckham
  Alex Dunne
  Alex M Tice
  Alex Manduley
  Alexander J. Holley
  Alexander Penner
  Alexander Wayman
  Alexandre Godin
  Alexis and Bill Rounsville
  Alicia Peters
  Allen Billings
  Allen Odegaard
  Amber Bibb
  amberkat
  Andrea Prosperi
  Andreas Starrsjö
  Andrew “Doc” Cowie
  Andrew Bahls
  Andrew Christian
  Andrew Crof  (Australia)
  Andrew Ervin
  Andrew Geertsen
  Andrew Gray
  Andrew Jef ree
  Andrew John Leskinen
  Andrew Lotton
  Andrew Marquis Hartis
  Andrew Pickard
  Andrew Piseck
  Andrew Somers
  Andrew Stocker
  Andrew Taylor
  Andrew Weber
  Andrew Zimmerman Jones
  Andy Hull
  Andy McMillan
  Andy Reuter
  Andy Robinson
  Angela Paxton
  Ansel Faillace
  Anthony Craig Senatore
  Anthony Manfredo
  Anthony Rigg
  Antonio Jhocson
  Arnaldo “Kurono” Lefebre 
  Piñeiro
  Arthur Soares
  Asara B.
  Asher Green
  Ashran Firebrand
  August Jokela
  B Moore
  B.A. Morrier
  B.D. Case
  Bamf.Royal
  Barry Zechmann
  Ben Coale
  Benjamin Billings
  Benjamin K. Kristensen
  Benjamin T. Smart
  Benji WImer
  Beth Rimmels
  Bill “thedmstrikes” Mead
  Bill Hays
  Bill Weir
  Bill Woehr
  Blacksheep
  Blaine Conner
  Blake Nickel
  Bo Lehmann
  Bob Melcher III
  Bobby “catdragon” Nichols
  Bobby Young
  Bone on Bone
  Brad S.
  Bradley Colver
  Branden Dubois
  Brandon “Grost” Campbell
  Brandon Daggerhart
  Brandon Landry
  Brendan Weir
  Brent Garripee
  Brett Bozeman
  Brett Daniel
  Brett Sapp
  Brett Walsh
  Brian Babyok
  Brian Brooks
  Brian Cepuran
  Brian Chumney
  Brian E Johnson
  Brian Guerrero
  Brian Summers
  Brice Zickuhr
  Brokenhope
  Bruce Gulke
  Bruce L. Wehrle
  Bruce Paris
  Bruce Philipson
  Bryan Carpenter
  Bryan Stroup
  Bryan Yonglong Wang
  Bulldozers
  Buster and Cora
  C Cosper
  C. Sulat
  Cain Gillespie
  Caleb Baker
  CAMANDER1
  Captain Norway
  Carl “Mad Dog” Rustenbeck
  Carl Andersson
  Carlos E Santana
  Carlos Vedovato
  Carter T Snelson
  Cassandra Pohlhammer
  Cathy Winton
  Chad Henderson
  Chad Shurtz
  Chalky
  Charles “Lukkychukky” 
  Ulveling
  Charles Huf 
  Chris “Moondog” Mooney
  Chris Ayotte
  Chris Ballard
  Chris Brant
  Chris Braun
  Chris Chard
  Chris Craf 
  Chris Czerniak
  Chris Fong
  Chris Heath
  Chris Hill
  Chris Keele
  Chris Legassick
  Chris Perkins
  Chris Seieroe
  Chris Sharp
  Chris Wainman
  Chris Waldrip
  Chris Watts
  Chris Wild
  Chris Will
  Christopher Anderson
  Christopher Baters
  Christopher Hauschild
  Christopher Mayf eld
  Christopher S. Sanders
  Christopher Soper
  Christopher Todd Kjergaard
  Chuck Hutchins
  Chuck vanNorman
  Chuck Wilson
  Cirlot
  Claude Weaver III
  Clayton “Capt0bv10u5” Myers
  Clayton Odel Culwell
  Clinton Macgowan
  Clyde Lee Graham
  Cody Barrick
  Cody Blaschke
  Cody Boker
  Colin Maynard
  Corinna Clanton
  Cornelis DeBruin
  Craig “Stevo” Stephenson
  Craig Henson
  Craig Labenz
  Craig S Janssen
  Creed Ironrose
  Cris Le Fort
  Acknowledgments
  
  225
  Curt Mathieu
  Curtis “AggieBear” Glenn
  D N Walker III
  Damien Hart
  Dan Jacobs
  Dan Mabee
  Dan Santiago
  Dan Schultz
  Dan Sloppy
  Dana Pull
  Daniel and Logan Brower
  Daniel Bryan
  Daniel Clarke
  Daniel Cooper
  Daniel Granstrand
  Daniel J. Nagle
  Daniel Long
  Daniel P. Shaefer
  Darren Buckley
  “Dastardly” Dave Hernandez
  Dave “Wintergreen” Harrison
  Dave Cole
  Dave McCown
  Dave Post
  Dave Rosenzweig
  Dave T e Wizard
  David “Kobold King” Lambiase 
  David “Kroog” Andrews
  David A. Nolan
  David Birt
  David Campbell
  David Chronister
  David Craf 
  David DeRocha
  David Dierks
  David E Starner
  David Homola
  David “Jester” Gibson
  David Karoski
  David L. Fromerth II
  David L. Pearson
  David Mcgregor
  David Nielson
  David Parlin
  David Poppel
  David Robinett
  David Sheehan
  David Stephenson
  David Williamson
  De Quick Tom
  Deacon Dragon
  Dean Aceto II
  Delice
  Delnurf n Feadiel
  Denis Gagnon
  Dennis Timm
  Derek Keith Nejedlo
  Derek Kirkman
  Derek Rothschiller
  Devon MacInnis
  DHonda
  Diane Camper
  Dion Campbell
  Dirt T urston
  Dittotb
  DM Rich
  Don, Beth & Meghan Ferris
  Donald R. MacLean
  Donny Wallace
  Doug “DJ Eternal Darkness” 
  Carter
  Doug “Valhalar” Triplett
  Dr Alan Peden
  Dr. Donald A. Turner
  Drew Starck
  Drewbacca
  Duane Skeen
  Duron McBlade
  Dustinian Camburides
  Dwayne Hauser
  Dwight Davis
  Dyrewolf 
  E. James Pett
  Ed Vincent
  Eden Brandeis
  Edward scarbrough
  Ellen Bertagnolli
  Elpan Allandar
  ELRS
  Emily Jordan
  Eran Molot
  Erevan Bern, High Wizard
  Eric Brooks
  Eric Coates
  Eric Hamilton
  Eric Mills
  Eric Smith
  Eric Stratte
  Eric Troy Dreibelbis
  Erica Stevenson
  Erik A Saltwell
  Erik Jarvi
  Erik T Johnson
  Erik Tenkar
  Erin Howe
  Ernest Mueller
  Escape Hatch Games
  Étienne De Sloover
  Eugene Chee
  Ezekiel Bones
  Farnaby
  Felipe Barcelos Monaiar
  Felix Nolan
  François Reissi
  Frank Reding
  Frank Tedeschi
  Franny Jay
  Franz Georg Rösel
  Fred Savadge
  Frederic Fiquet
  Frits Kuijlman
  Fuyu_ookami
  Gage Fleischer
  Game Masters Pittsburgh
  gandred
  Garrett Meek
  Garry Jenkins
  Gary Reich
  Geekers Keep
  Gene Demaitre
  Gene Hall
  Genevieve Cogman
  George Graybill
  Giuseppe D’Aristotile Jr.
  Gordon Clayton
  Graham Lewry
  Graham Penny
  Grant M Dahling
  Grant Potts
  Greg & Kelly Ray
  Greg Kramer
  Greg Krywusha
  Greg Ray
  Greg Roth
  Greg Traeger
  Gregorio Munoz III
  Gregory McWhirter
  Gregory Wason
  Grey Reyes
  Grif  n Davis
  Guillaume Bélanger
  Gully Feuerhammar
  Guy Ladouceur
  Guy T ompson
  H. Z. Helberg
  Hammy Smacks
  Hans Cummings
  Hao Zhang
  Harneloot
  Harpeah Company
  Harvey Howell
  Hawk Silverthorn
  Heine Stick
  Helder Lavigne
  Henrik “Tes” Gullaksen
  Henrik Nilsson
  Henry Murdy
  High Shaman One Eye
  Howard J. Bampton
  Hugh Harrison
  Ian Allen
  Ian Barnes
  Ian Becker
  Ian Norton
  Ian Paul
  Ian Robinson
  Ian Woodley
  Ice Tayiken
  Imban
  Ingjald
  Ivan Cannon
  J Bos
  J. “Muljinn” Kozlowski
  J. David Porter
  J. Evans Payne
  J. Kreider
  J. M. Lanaghan
  J. M. Williamson
  J. Parkes
  Jaap Bijsterbosch
  Jace ‘Phyrehawk’ Crutchley
  Jack Bunicci
  Jack Gulick
  Jack Hellenbrand
  Jacob “Ryoku” Walker
  Jacob J. H.
  Jacob Markley
  Jacob Neptune Dowe
  Jakey Champion
  Jako Bond
  Jakub T. Poniatowski
  James “Jimbojones” Robertson
  James (Warrenthegray) Buys
  James Cunningham
  
  226
  James Floyd Kelly
  James H. Lewis
  James M. Rivera
  James Newnorth
  James R. Coplin
  James R. Crowder II
  James Redmon
  James ‘T e Great Old One’ 
  Burke
  James Tustin
  James Wood
  Jamie Manley
  Jamieson L Hof man
  Jana Klimpke
  Jason “Hierax” Verbitsky
  Jason F. Broadley
  Jason G_Q
  Jason Knepper
  Jason M Burrows
  Jason Seal
  Jason Vines
  Jason Wall
  Jason Warren
  Jason Woodland
  Javier Kelnozz Diaz
  Javier Rivera
  Jay Broda
  Jay Marsh
  Jay nunes
  Jayme Bell
  Jayna Pavlin
  JD Crouch
  Jean-Francois Levesque
  Jef  Hubbard
  Jef  Ibach
  Jef  Rosenberg
  Jef  Smith
  Jef  Troutman
  Jef  Vandine
  Jef rey Hersh
  Jen Woods
  Jennine C
  Jens “iuzbob” Sarton
  Jens P.
  Jens Van Neyghem
  Jeremiah Sheret
  Jeremy “Meatsweats” Price
  Jeremy Bauer
  Jeremy Hunt
  Jeremy J. Popelka
  Jeremy Kear
  Jeremy Redmond
  Jeremy Suiter
  Jeremy Tollefson
  Jerome Devie
  Jerry R Baker
  Jerry Ward
  Jesper Majcherek Bisgaard
  Jessica Heckman
  Jhereth Jax
  JiaJian, Tin
  JiBe Farand
  Jim Hauber
  Jim Havoc
  Jim Lomax
  Joe “Big Ceech” DiCicco
  Joe Field
  Joe Gerba
  Joe Medica
  Joe Tweedale
  Joe Vanderstelt
  Joel Fischof 
  Joel Mejiano
  John Cooper
  John E. Bailey
  John Engler
  John Fiala
  John Geyer
  John ‘johnkzin’ Rudd
  John Lamulle
  John Michael Hess
  John Mitchell
  John N Dziadek
  John Noble
  John R Blaker
  John Ron
  John Szasz IV
  John Weaver
  Johnny F. Normal
  Jon “T3kk3y” Neddo
  Jon Gilliam
  Jon Goranson
  Jonas Karlsson
  Jonathan Baldridge
  Jonathan Brock
  Jonathan D. Woodward
  Jonathan Smith
  Jonathan Sourbut
  Jordi Rabionet
  Jorge A. Torres
  Joseph “Bizak” Bartell
  Joseph E. Tribuzio
  Joseph Linden
  Joseph Preston Schmigel
  Josh Carden
  Josh Chunick
  Josh Plunkett
  Josh Rosenstein
  Josh ‘Shbenj’ Benjamin
  Joshua Burke
  Joshua Conrad
  Joshua Minol
  Joshua R Smith
  Joshua Steadmon
  Jossy Barron
  Jóvin ‘Phelx’ Jóvinsson
  Julien Benoit
  Julian “Tabletop Towns” Hicks
  Julian C. Steen
  Julian Tysoe
  Juliet Youngren
  Junior Jack
  Justin Van Duine
  K.C. L’Roy
  Kahz Modan
  Kailey Smith & Bill Hein
  Karl Sears
  Katie Michelle Cook
  Kean P Stuart
  KEEGAN FINK
  Keith Williams
  Ken moscardini
  Kenneth Tedrick
  Kenny Kroeger
  Kent B. Trusted
  Kent T ompson
  Kent Zeng
  Kerstin Weiß
  Kevin Baumann
  Kevin J. Lee
  Kevin J. O’Brien
  Kevin James
  Kevin O’Dowda
  Kevin Peters
  Kevin Wicker
  Kira Miller
  Kirk Salanga
  Kris F. Kline
  Kris Wirick
  Kristopher Volter
  Krys Earles
  Kurt Aidan McIntyre
  Kveld BJorn
  kylania
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  227
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  228
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  229
  Legal Appendix
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  230
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document, 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney T ompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Game Master’s Toolbox - Ultimate NPCs: Skulduggery, 
  Copyright 2016, Chris Haskins, Nord Games LLC.
  END OF LICENSE
  
  231
  
  232
  
  Step into the tavern.
  T e rooms are warm (ish), and the rates are low
  (almost suspiciously so), just don’t ask what’s in
  the pies and don’t expect to have all your valuables
  come morning.
  A tool for Games Masters and Players alike,  
  Ultimate NPCs: Skulduggery is a collection of 
  fully f eshed-out characters to populate your game 
  world. Occupying the seedy tap-houses and 
   criminal underbelly of civilization, you’ll f nd 
  a variety of thieves, assassins and mercenaries  
  within, each with the backstory and statistics  
  necessary to run as an NPC or player character. 
  So pull up a stool, try the ale (don’t mind the 
  lumps), and meet the regulars…
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nord Games/GMs Toolbox - Ultimate NPCs Skulduggery.pdf