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Game Master’s Toolbox

Ultimate NPCs: Skulduggery


Game Master’s Toolbox

Ultimate NPCs: Skulduggery


5th Edition Compatible

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Legal Credits
Nord Games LLC is not affiliated with Wizards of the Coast™ Authors: Lou Fryer, Chris Haskins, Ralph Stickley
We make no claim to or challenge to any trademarks held by Lead Designers: Chris Haskins, Ralph Stickley
Wizards of the Coast™ Proofing: Lou Fryer, David Gibson, Emma Stickley, Chris Wolfe
Nord Games LLC 2016, all rights reserved. Community Proofers: Lee Acker, Robert Acker, Ryan Ammann,
Product Identity: The following items are hereby identified as Carl Andersson, John Easley, Steve Fletcher, Ben Moore, Alexander
Nord Games LLC’s Product Identity, as defined in the Open Penner, James Redmon, Tim Rose, Rick Underwood
Game License version 1.0a, Section 1(e), and are not Open Game Art Director: Chris Haskins, Ralph Stickley
Content: product and product line names, logos and identifying Layout and Typesetting: Chris Haskins, Ralph Stickley
marks including trade dress; artifacts; creatures; characters; stories,
Illustrator: Takashi Tan
storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, Additional Contributors: Lou Fryer, Alyssia Haskins
concepts, themes and graphic, photographic and other visual Project Management: Chris Haskins
or audio representations; names and descriptions of characters, Character Creation: Chris Haskins, Ralph Stickley
spells, enchantments, personalities, teams, personas, likenesses Brand and Marketing: Chris Haskins
and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered
trademark clearly identified 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, theft, 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.

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Table of Contents
Foreword ........................................................... 4 Frug Timbers ............................................................100
Jana .............................................................................106
Instructions ..................................................... 4 Orryn Turen ..............................................................112
Encounter Table ............................................. 5 Quranis Kuilanya......................................................118
Good Aligned Guilds .................................. 6 Rurik Rockfist ...........................................................124
Good Aligned Characters....................... 7 Evil Aligned Guilds .................................. 130
Aelar Oakenheel ........................................................... 8 Evil Aligned Characters ........................ 131
Aticus Greenmoss ...................................................... 14 Bram Rothwell ..........................................................132
Cogrin Heavyfist ........................................................ 20 Erdan Liadon ............................................................138
Criella........................................................................... 26 Garrin Ashcopse .......................................................144
Elenor Ravenhair ........................................................ 32 Ka’laera of Many Faces ............................................150
Mardren Mar............................................................... 38 Mal Addik..................................................................156
Natterjack .................................................................... 44 Nimh the Surgeon ...................................................162
Nell ............................................................................... 50 Stanus Millrun ..........................................................168
Tam Fletcher ............................................................... 56 Talim Nezara .............................................................174
Tauberel ....................................................................... 62 Utan Brabus ..............................................................180
Neutral Aligned Guilds ..........................68 Yrla Silverhand..........................................................186
Neutral Aligned Characters ...............69 Generic NPCs ................................................ 192
Akirro .......................................................................... 70 Unique Items ................................................. 218
Ankharasos Skarn ...................................................... 76 Unique Spells.................................................222
Ashdan ......................................................................... 82
Acknowledgments ....................................224
Dariel Chaime ............................................................. 88
Enna Moonwhisper.................................................... 94

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Foreword Instructions
Like many gamers out there, we have been overflowing with This book was written to be a resource to Game Masters and
creativity since an early age. Creative writing, poetry, art and music Players alike. It contains a wealth of information for developing
have always played a large role in our lives, but it was during our plot points, character behaviors, histories, guilds, and many other
teenage years that all of those talents and passions were ignited into valuable assets designed to aid in the running and playing of
a fire storm of excitement when we sat down for our first session fantasy role playing games.
of Dungeons & Dragons. Although we didn’t know it at the time,
that first game would be a life changing experience. For almost two Game Masters
decades now we’ve been creating characters and going on fantastic For Game Masters this book is a valuable resource and time saving
adventures, each more exciting than the last! tool. Whether during your pre-game prep, or on the fly, you’ll
When the latest version of D&D hit the shelves, we were eager to be able to pull NPCs from this book to aid, hinder, or challenge
try it out. We had been part of the beta testing process and saw your Players. The book is split into three large sections— Good
many new and interesting rules enter the scene. We enjoyed the Aligned Characters, Neutral Aligned Characters, and Evil Aligned
Starter Set, and we picked up each of the core rule books as soon Characters. Each of these sections is self-explanatory and contains
as they were available. For a year we’ve been meeting weekly, and ten unique characters who have been completely detailed with
sometimes daily, for game sessions where we’ve explored perilous backstory, traits, roleplaying cues, actions, and items. This attention
dungeons, faced insurmountable hordes, fought deadly foes, and to detail during the character creation and writing process saves
conquered monstrous beasts. We’ve lost a few party members along you time during the preparation process and game session.
the way, but their names will be remembered as we reminisce for You have access to 30 completely unique NPCs at six different
years to come about the epic adventures we all had together. levels, effectively giving you 180 different NPCs to use during your
This very topic got all of us thinking. How can we help the gaming campaign or game session. Make sure to utilize the Encounter
community, both Game Masters and Players, to get the most out of Table on page 5, as well as the encounter tables at the beginning of
their gaming experience? The question wasn’t easy to answer. There each group of similarly aligned characters.
is already so much excellent content out there, what would gamers Players
really need that doesn’t already exist?
Have you ever had an idea for a character but didn’t know where
The answer came quite naturally one night during a game session to start? Or perhaps you knew where you’d like to start but didn’t
when our Game Master was going a bit off script and needed an know where your path would lead you. This book fixes both
unplanned NPC to interact with the Players. It took him longer dilemmas by providing Players with a starting point, mid points,
than usual to create the NPC from what he had to work with, and and an ending point for each character.
after a few rolls he had enough, but not much more than that.
This makes it possible to not only duplicate an NPC for your level 1
There was no backstory, no real personality beyond the stereotype
character, but to also use higher level NPCs as your own character
based on race and gender.
in the eventuality that you need a higher level character. All of their
We instantly saw a need for a resource book that didn’t exist attributes, skills, features, items, weapons, and other mechanics
yet: a book populated by NPCs that had more to them than just have already been calculated and optimized. This means you spend
a name, race and class. A book that could be used by a Game less time working out the math, and more time slaying dragons!
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.

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Encounter Table
If you’re looking for an interesting NPC for your players to encounter with no specific 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 specific 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 Halfling Neutral Good Bard Entertainer Instrumentalist 14
3 Cogrin Heavyfist Human Chaotic Good Barbarian Folk Hero Blacksmith 20
4 Criella Tiefling Chaotic Good Rogue Urchin Thief 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 Thief 62
11 Akirro High Elf Chaotic Neutral Ranger Outlander Bounty Hunter 70
12 Ankharasos Skarn Dragonborn Lawful Neutral Fighter Soldier Mercenary 76
13 Ashdan Tiefling 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 Rockfist 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 Halfling 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 Tiefling Lawful Evil Rogue Apothecary Surgeon 162
27 Stanus Millrun Human Neutral Evil Bard Sailor Slaver 168
28 Talim Nezara Human Neutral Evil Rogue Assassin Thief 174
29 Utan Brabus Dark Elf Chaotic Evil Fighter Noble Mercenary 180
30 Yrla Silverhand Mountain Dwarf Neutral Evil Rogue Assassin Guild Leader 186

5
Good Aligned Guilds The king was understandably furious when the news reached him
that his scribes had vanished. He cursed their names and offered a
Not all groups that work outside the law work to a nefarious end; prince’s ransom for their capture, but the search was fruitless. The
perhaps the law is inflexible, negligent, or even evil itself. Below scribes had all taken new names and histories and settled in new
are some examples of shady organizations working for the greater cities as far away as they could manage.
good, along with a suggested membership. Now, decades on, whispers and rumors of The Ravens have begun
Purse Cutters to be spoken around the tables at local inns. News is spread
through small notes, often transported on a trained raven’s ankle.
Taxes, rent, tithes; as The Purse Cutters see it, the rich are all
The literate then spread the news among those who can only speak
thieves of one stripe or another, and everyone knows that stealing
the common tongue.
from thieves doesn’t count. Besides, any decent sort of person
would be glad to see their money go towards helping the poor The Ravens stand for truth above all else, and if any story in the
and needy. Sometimes specific realm is to have weight, it often starts with the words: “A Raven
targets are pointed out — the told me...”
particularly corrupt, greedy The Red Gloves
or tyrannical—other times
The Red Gloves have a long and sordid history.
each member is free to do
Originally they were an aristocratic group lead by
as they see fit, as long as
a man called Hammonder Strattenbury, a wealthy
they make a contribution to
land owner in the realm. He and his constituents
the group’s earnings. Said
were often invited to fancy gatherings reserved
earnings are distributed
for nobility and the landed gentry. The reason was
amongst the lower rungs of
simple: he controlled vast tracts of land excellent for
society. Strangely enough,
farming and, although not everyone needs a fancy
whenever the city watch
palace with a view overlooking a valley, everyone
makes enquiries about the
does need to eat. This made Hammonder very
latest wave of pickpockets,
powerful in times of plenty, and even more so in
the poorer populace seem to
times of need.
forget all about these transactions...
The Red Gloves remained a welcome addition to any social
Tauberel (p.62) is the de facto leader of the group. She never strove
gathering of the upper class for many decades but little did they
for leadership, but she is the best thief among them, and has the
know there was a vagabond in their midst.
most fire for the cause.
Tatan of the house Freely, as he named himself when first
Tam Fletcher (p.56) and Natterjack (p.44) are associates and
introduced to Hammonder, was an imposter. He
accessories with varying levels of commitment to The Purse
was not of a noble house, as he claimed to
Cutters as a whole, but great personal loyalty to Tauberel.
be, nor indeed did he have any wealth
The Ravens to speak of. He was, in fact, a thief.
Is there any animal more loyal than a raven? Not if you ask any He had traveled the realm, never
member of this guild. What started in antiquity as an organization staying in a village, town, or city
of messengers for the king’s personal use became much more long enough to get comfortable.
through the generations. Before long, The Ravens had become This time, however, he saw the
a society of scribes, bird trainers and messengers whose sole chance to tip the scales in the favor
purpose was the spreading of knowledge. of those less fortunate.
Their intention was to quickly spread news across the realm He quickly gained the favor of
to the benefit of all but, as is all too common, their power was Hammonder, representing himself as a
soon turned to darker purposes. The king used The Ravens as a man with a long history concerning trade and commerce. After
platform to spread propaganda and condemn many years of improving business from the farms, he proposed to
those groups who opposed or spoke ill of him. Hammonder that he handle more of the business arrangements. By
this time, the old man was living comfortably in his retirement and
The Raven leaders who did not agree
felt there was no one more suited to the task. Promptly agreeing, he
to spread the king’s messages
spent the rest of his years enjoying his wealth and attending lavish
were jailed, and the remaining
gatherings with the realm’s elite until his death at a well-earned,
scribes, forced to write falsities,
but untimely, age of sixty three. With Hammonder having no heirs
conspired together. The
to lay claim to the land or the vast wealth he had accumulated,
remaining elders among them,
Tatan found himself in a hard place. The law of the land stated that
meanwhile, decided to leave the
the property of an heirless lord, in absense of a will, would become
service of the king and instead live a
the property of the crown. Tatan and other friends of the old man
life of seclusion and secrecy. No longer
had searched through his belongings for such a document, but to
would they live in the lap of luxury
no avail.
within the palace. Their dedication to the
spreading of truth and knowledge led to a collective agreement to
abandon the lap of luxury in the dead of night.

6
Digging through his connections to underground networks of Wharf Rats
thieves and criminals, Tatan sought the aid of The Quills (p.68), a It happens in the city; parents die, weaken in sickness or turn to
tight-lipped guild of forgers who artfully produce any document drink, and children are abandoned or are forced to run away. These
that need requires, if the requester is willing to pay the price... waifs and strays trickle down through the cracks in society almost
Just two days before the king was to lay claim on the property of exclusively illiterate, hungry and frightened and, if they’re lucky,
Hammonder, a will was unexpectantly discovered in his most they find the Wharf Rats. Their exact numbers are difficult to guess
personal effects declaring Tatan and four other members of The and constantly fluctuating, but generally there are around 15. They
Red Gloves beneficiaries of his vast estate. The wealth was divided are always on the move, scratching their crude symbol on walls
evenly between the five and, so great a compensation was just and rooftiles to indicate the current place of safety. Without greed,
one fifth of his wealth, the other four kept to themselves any and taking no pleasure in their situation, they steal what they must,
grievance that Tatan appeared to have been given the entirety of and only what they must, to survive, but generally try to lead as
Hammonder’s land. Tatan was quickly named Lord and took up legitimate and “normal” a life as possible (albeit one fraught with
residence in the Lord’s House in which Hammonder had lived. danger and which could be cut short at any time), if only so that
Even today, members of The Red Gloves consist of former no one can say they owe anything to society as a whole. They look
criminals of one ilk or another. They use their power to subtly sway after each other and their own business. Those that grow up to find
the pendulum of politics in their favor, with a philosophy that life work or apprenticeships are luckiest, but even those that grow up
is but a play and we are all actors in it. We each have much to gain to join criminal enterprises are fortunate compared to the all-too-
if we play the right part. many that don’t grow up at all.
Nell (p.50) leads The Rats, acting as part gang leader and part
communal mother.

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 Heavyfist Barbarian Chaotic Good Folk Hero Blacksmith 20
4 Criella Rogue Chaotic Good Urchin Thief 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 Thief 62

7
the other traders’ wagons. The whole trade quarter of the city
Aelar Oakenheel was in an uproar over the thefts. A reward was offered to the first
Medium humanoid (wood elf), neutral good
person to bring the thief or thieves to justice. Aelar, having a vested
Class Ranger (lvl 1) Armor Class 14 (hide) interest in the matter, tracked the thieves who had fled with the
Background Outlander Hit Points 11 (1d10 + 1) stolen merchandise through a small forest and to a nearby river.
Occupation Bounty Hunter Speed 35 ft. There was no negotiation; instead, his arrows found their mark and
STR DEX CON INT WIS CHA all three thieves were slain on the bank of the river as they loaded
13 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 8 (–1) their boat. The stolen goods were returned to their rightful owners
and Aelar was given a handsome reward.
Saving Throws Strength +3, Dexterity +5
Skills Acrobatics +5, Athletics +3, Insight +4, Perception +4, In the decades since, he has spent his days collecting on contracts
Stealth +5, Survival +4: Tools Flute for outlaws, murderers and violent criminals. All the while, he
Senses darkvision 60 ft., passive Perception 14 has gained much fame, and enough gold to get by. Now he finds
Languages Common, Elvish, Goblin, Orcish, Thieves’ Cant himself the target of other hunters in his trade looking to collect a
Challenge 1/4 (50XP) bounty on him.
Favored Enemy (Orcs, Goblins). Aelar has advantage on Survival It would seem that he has unwittingly accepted and delivered
checks made when tracking his favored enemies, as well as on contracts for important members of criminal organizations.
advantage on Intelligence checks to recall information about them. Whenever he spends time in and around civilization, he has to
hide his face, and is habitually looking over his shoulder.
Fey Ancestry. Aelar has advantage on saving throws against
being charmed, and magic can’t put him to sleep. Personality Traits
Mask of the Wild. Aelar may attempt to hide when only “Money’s fine, but I’ve yet to see a wolf take a bribe.” Aelar places no
lightly obscured by natural stock in wealthy or well mannered folk. Money and manners can’t
phenomenon such as rain. save you from harm in the wild. He is very quiet, speaking
Natural Explorer (Forests). only when absolutely necessary.
Aelar doubles his proficiency
bonus (+4) when making Ideals
Intelligence or Wisdom checks “It’s everyone’s responsibility to be the best they can be.”
about his favored terrain, as Aelar believes in the greater good, and that each
well as other benefits listed on individual should make the best future for the
the following pages. whole tribe.
Trance. Aelar does not sleep. Bonds
Instead, he meditates for four
“Hunting rabbits to hunting thieves. What
hours each night. This grants him
will they think of me?” Aelar’s family is
the benefit of a long rest.
the most important thing in his life, even
Wanderer. Aelar can find when they are far away. He desires to go
enough food and water for back some day, but fears how his family will
himself and 5 others in the react when he does.
wilderness, provided the area is adequately stocked.
Additionally, he always recalls the general layout of Flaws
the area around him. “Carry your own weight and we’ll get along just
fine.” Don’t count on Aelar to save those who can’t
Actions
save themselves. It’s nature’s way to let the strong
Longsword. Melee Weapon Attack: +3 to hit, survive and the weak perish. He may help his party members out
reach 5ft, one creature. Hit: 5 (1d8 + 1) slashing damage, or 6 of a deadly situation if they lack the wits or strength themselves,
(1d10 + 1) slashing damage if used with two hands. but only the first time.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage.
Roleplaying Aelar
Aelar does not boast about himself or his achievements, he lets
Overview others do that for him. He doesn’t often start conversations
Aelar spent his youth tracking and hunting wild animals in a with people, or even continue them once someone has started a
forested valley near his tribe’s village, selling the pelts to traveling conversation with him. Instead, he watches and listens—ever aware
merchants. It was a simple life, but when he reached maturity he of those around him and what’s being said.
wanted more. He sought fortune in the settlements he had learned “An arrow to the chest. If you ask me, it couldn’t have happened to
about from passing traders and weary travelers. He joined a a more deserving target.”
caravan and journeyed far from home over several weeks. It wasn’t
long after reaching the first city that he realized civilization isn’t
very civilized.
Weapons, Armor & Items
Longsword, longbow, hide armor, explorer’s kit, quiver with 20
His entire stock of pelts which he brought with him was stolen on
arrows. 15cp, 6sp, thief slayer’s ring
the first night they arrived, along with many other things from

8
Aelar Oakenheel (level 4) Actions
Medium humanoid (wood elf), neutral good Longsword. Melee Weapon Attack: +3 to hit, reach 5ft, one
Class Ranger (lvl 4) Armor Class 14 (hide) creature. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
Background Outlander Hit Points 32 (4d10 + 4) damage if used with two hands.
Occupation Bounty Hunter Speed 35 ft. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
creature. Hit: 8 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 8 (–1) Primeval Awareness. Aelar may expend one ranger spell slot to
focus on the region around him. For 1 minute per level of the spell
Saving Throws Strength+3, Dexterity +6 slot expended he can sense whether there are any aberrations,
Skills Acrobatics +6, Athletics +3, Insight +5, Perception +5, celestials, dragons, elementals, fey, fiends or undead within a mile
Stealth +6, Survival +5: Tools Flute of his current location, or within 6 miles if Aelar is in a forest.
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Goblin, Orcish, Thieves’ Cant Weapons, Armor & Items
Challenge 1/2 (100 XP) Longsword, longbow, hide armor, explorer’s kit, quiver with 20
Horde Breaker (1/turn). When Aelar makes a weapon attack arrows. 8cp, 5sp, 1gp, thief slayer’s ring
against a creature, he may make another attack against another
creature within 5 feet of the target and within range of his Thief Slayer
weapon. It had been nearly two months of hard work: freezing nights on
Favored Enemy (Orcs, Goblins). Aelar has advantage on rooftops and up to his knees in filth in the sewers, but it had all
survival checks made when tracking his favored enemies, as well been worth it. The information he had gathered—watch schedules,
as advantage on Intelligence checks to recall information rivalries, fears—meant his plan went off without a hitch. After
about them. tonight, The Vipers would never take out another bounty on him.
Fey Ancestry. Aelar has advantage on saving throws against Last night was hard, but by sunrise twelve of the highest ranking
being charmed, and magic cannot put him to sleep. members of the group lay dead. Aelar had used their own
Fighting Style (Archery). Aelar gains a +2 to attack rolls with techniques against them, making it look like old rivalries had
ranged weapons (included in the attack). flared, or treacherous deals had been made. Come the morning
Natural Explorer (Forests). Aelar is adept at traversing his the bodies were discovered, and the entire gang dissolved into
favored terrain and doubles his proficiency bonus (+4) when infighting factions. Those that weren’t killed were now in chains
making Intelligence or Wisdom checks about such areas. In and would doubtless face the hangman. Now there were just a few
favored terrain, difficult terrain doesn’t slow his group’s travel, loose ends to clear up. Three loose ends to be precise, limping their
his group can’t get lost except by magical means, he can engage way through the woods a few miles out from the city: the chief and
in another activity such as foraging or tracking and remain alert his last two remaining loyal men.
to danger, he can move stealthily at a normal pace if traveling Aelar had been close on their trail throughout the evening and,
alone, finds twice as much food as normal while foraging and, now that they had stopped to make camp, he had his opportunity.
when tracking other creatures, he learns their exact number, The chief had taken the first watch, staring slumped into the
sizes, and how long ago they passed through the area. campfire. Aelar nocked an arrow and drew back the string but,
Spellcasting. Aelar is a 2nd-level spellcaster. His spellcasting just as he leveled his aim, the chief ’s face hardened with a sudden
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). resolve. Slowly, he got to his feet, a flash of fire at his belt as his
He knows the following ranger spells: knife left its sheath. Aelar held his breath, but he was seemingly
not the chief ’s target. Instead, he moved towards his sleeping men,
1st level (3 slots): alarm, hail of thorns, hunter’s mark
clearly meaning to put to rest any suspicion in his mind that they
Mask of the Wild. Aelar may attempt to hide when only would turn on him as the others had.
lightly obscured by natural phenomenon such as rain.
Aelar loosed the arrow; the chief grunted as it pierced his chest,
Trance. Aelar does not sleep. Instead, he meditates for four and he sank to his knees. The two men awoke, startled, and
hours each night. This grants him the benefit of a long rest. reached for their weapons but two arrows piercing their wrists
Wanderer. Aelar can find enough food and water for himself put a stop to such thoughts. The chief toppled forwards snapping
and 5 others in the wilderness, provided the area is adequately a smoldering log and sending embers flying, and the men
stocked. Additionally, he always recalls the general layout of the surrendered.
area around him. Aelar left 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 The Thief Slayer sent you.”

9
Trance. Aelar does not sleep. Instead, he meditates for four
Aelar Oakenheel (level 8) hours each night. This grants him the benefit of a long rest.
Medium humanoid (wood elf), neutral good
Wanderer. Aelar can find enough food and water for himself
Class Ranger (lvl 8) Armor Class 14 (hide) and 5 others in the wilderness, provided the area is adequately
Background Outlander Hit Points 60 (8d10 + 8) stocked. Additionally, he always recalls the general layout of the
Occupation Bounty Hunter Speed 35 ft. area around him.
STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 8 (–1)
Actions
Saving Throws Strength +4, Dexterity +8 Multiattack. Aelar makes two weapon attacks.
Skills Acrobatics +8, Athletics +4, Insight +6, Perception +6, Longsword. Melee Weapon Attack: +4 to hit, reach 5ft, one
Stealth +8, Survival +6: Tools Flute creature. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
Senses darkvision 60 ft, passive Perception 16 damage if used with two hands.
Languages Common, Elvish, Goblin, Orcish, Giant, Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
Thieves’ Cant one creature. Hit: 9 (1d8 + 5) piercing damage.
Challenge 3 (700 XP) Primeval Awareness. Aelar may expend one ranger spell slot to
Horde Breaker (1/turn). When Aelar makes a weapon attack focus on the region around him. For 1 minute per level of the spell
against a creature, he may make another attack against another slot expended he can sense whether there are any aberrations,
creature within 5 feet of the target and within range of celestials, dragons, elementals, fey, fiends or undead within a mile
his weapon. of his current location, or within 6 miles if Aelar is in a forest or
Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage mountainous terrain.
on survival checks made when tracking his favored enemies, as
Weapons, Armor & Items
well as advantage on Intelligence checks to recall information
Longsword, longbow, hide armor, explorer’s kit, quiver with 20
about them.
arrows. 90sp, 10gp, thief slayer’s ring
Fey Ancestry. Aelar has advantage on saving throws against
being charmed, and magic cannot put him to sleep.
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
ranged weapons (included in the attack).
Aelar in Your Game
Land’s Stride. Aelar may move through non-magical difficult Aelar is most likely to be met out in the wilderness, possibly
terrain at no extra movement cost. He takes no damage from pursuing one of his bounties. He may turn up out of the blue
non-magical plants via thorns, spikes, and other similar hazards. to save the party from a group of ne’er-do-wells he has been
In addition, he has advantage on saving throws against plants tracking, or to help bring them to justice. If the party were to
that are magically created or manipulated to impede movement. encounter him in a more civilized setting, he is unlikely to start
Mask of the Wild. Aelar may attempt to hide when only up a conversation, but would respond cordially if spoken to.
lightly obscured by natural phenomenon such as rain. Quest Hook. Aelar sees potential in the player characters and
Natural Explorer (Forests, Mountains). Aelar is adept at asks them to help him gather intelligence on the leader of a
traversing his favored terrain and doubles his proficiency bonus group of ruffians by attempting to bluff their way into the gang.
(+6) when making Intelligence or Wisdom checks about such If they are found out, will Aelar come to their rescue, or abandon
areas. In favored terrain, difficult terrain doesn’t slow his group’s them to their fate?
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, finds 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.
Spellcasting. Aelar is a 4th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
He knows the following ranger spells:
1st level (4 slots): alarm, ensnaring strike, hunter’s mark
2nd level (3 slots) lesser restoration, pass without trace
Steel Will. Aelar has advantage on saving throws against
being frightened.

10
1st level (4 slots): alarm, ensnaring strike, hunter’s mark
Aelar Oakenheel (level 12)
Medium humanoid (wood elf), neutral good 2nd level (3 slots): lesser restoration, pass without trace
3rd level (3 slots): plant growth, speak with plants
Class Ranger (lvl 12) Armor Class 14 (hide)
Background Outlander Hit Points 100 (12d10 + 24) Steel Will. Aelar has advantage on saving throws against
Occupation Bounty Hunter Speed 35 ft. being frightened.
Trance. Aelar does not sleep. Instead, he meditates for four
STR DEX CON INT WIS CHA
hours each night. This grants him the benefit of a long rest.
13 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (–1)
Wanderer. Aelar can find enough food and water for himself
Saving Throws Strength +5, Dexterity +9 and 5 others in the wilderness, provided the area is adequately
Skills Acrobatics +9, Athletics +5, Insight +7, Perception +7, stocked. Additionally, he always recalls the general layout of the
Stealth +9, Survival +7: Tools Flute area around him.
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish, Goblin, Orcish, Giant, Actions
Thieves’ Cant
Multiattack. Aelar makes two weapon attacks.
Challenge 5 (1,800 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft, one
Horde Breaker (1/turn). When Aelar makes a weapon attack
creature. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
against a creature, he may make another attack against another
damage if used with two hands.
creature within 5 feet of the target and within range of
his weapon. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage
on survival checks made when tracking his favored enemies, as Primeval Awareness. Aelar may expend one ranger spell slot to
well as advantage on Intelligence checks to recall information focus on the region around him. For 1 minute per level of the spell
about them. slot expended he can sense whether there are any aberrations,
celestials, dragons, elementals, fey, fiends or undead within a mile
Fey Ancestry. Aelar has advantage on saving throws against
of his current location, or within 6 miles if Aelar is in a forest,
being charmed, and magic cannot put him to sleep.
mountainous terrain, or swamp.
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
Volley. Aelar can make a ranged attack against any number of
ranged weapons (included in the attack).
creatures within 10 feet of a point he can see within his weapon’s
Hide in Plain Sight. Aelar may spend 1 minute creating range. He must have ammunition for each target as normal and he
camouflage for himself. He must have access to fresh mud, dirt, makes a separate attack for each target.
plants, soot, or other naturally occurring materials with which to
create his camouflage. Once Aelar is camouflaged in this way he Weapons, Armor & Items
gains +10 to his Stealth checks as long as he remains stationary Longsword, longbow, hide armor, explorer’s kit, quiver with 20
without taking actions. Once he moves or takes an action or arrows. 210sp, 30gp, thief slayer’s ring
reaction he must camouflage himself again to gain this benefit.
Land’s Stride. Aelar may move through non-magical difficult
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.
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain.
Natural Explorer (Forests, Mountains, Swamp). Aelar is adept
at traversing his favored terrain and doubles his proficiency
bonus (+8) when making Intelligence or Wisdom checks about
such areas. In favored terrain, difficult 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, finds 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.
Spellcasting. Aelar is a 6th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
He knows the following ranger spells:

11
Spellcasting. Aelar is a 8th-level spellcaster. His spellcasting
Aelar Oakenheel (level 16) ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Medium humanoid (wood elf), neutral good
He knows the following ranger spells:
Class Ranger (lvl 16) Armor Class 14 (hide) 1st level (4 slots): alarm, ensnaring strike, hunter’s mark
Background Outlander Hit Points 132 (16d10 + 32)
2nd level (3 slots): lesser restoration, pass without trace
Occupation Bounty Hunter Speed 35 ft.
3rd level (3 slots): plant growth, speak with plants
STR DEX CON INT WIS CHA
4th level (2 slots): freedom of movement, grasping vine
13 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (–1)
Steel Will. Aelar has advantage on saving throws against
Saving Throws Strength +6, Dexterity +10 being frightened.
Skills Acrobatics +10, Athletics +6. Insight +9, Perception +9,
Trance. Aelar does not sleep. Instead, he meditates for four
Stealth +10, Survival +9: Tools Flute
hours each night. This grants him the benefit of a long rest.
Senses darkvision 60 ft., passive Perception 19
Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, Vanish. Aelar may use the Hide action as a bonus action on his
Thieves’ Cant turn. Also he can’t be tracked by non-magical means unless he
Challenge 6 (2,300 XP) chooses to leave a trail.
Horde Breaker (1/turn). When Aelar makes a weapon attack Wanderer. Aelar can find enough food and water for himself
against a creature, he may make another attack against another and 5 others in the wilderness, provided the area is adequately
creature within 5 feet of the target and within range of stocked. Additionally, he always recalls the general layout of the
his weapon. area around him.
Evasion. When Aelar is subjected to an effect that allows him Actions
to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage Multiattack. Aelar makes two weapon attacks.
on a failed one. Longsword. Melee Weapon Attack: +6 to hit, reach 5ft, one
Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has creature. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
advantage on survival checks made when tracking his favored damage if used with two hands.
enemies, as well as advantage on Intelligence checks to recall Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
information about them. one creature. Hit: 9 (1d8 + 5) piercing damage.
Fey Ancestry. Aelar has advantage on saving throws against Primeval Awareness. Aelar may expend one ranger spell slot to
being charmed, and magic cannot put him to sleep. focus on the region around him. For 1 minute per level of the spell
Fighting Style (Archery). Aelar gains a +2 to attack rolls with slot expended he can sense whether there are any aberrations,
ranged weapons (included in the attack). celestials, dragons, elementals, fey, fiends or undead within a mile
of his current location, or within 6 miles if Aelar is in a forest,
Hide in Plain Sight. Aelar may spend 1 minute creating
mountainous terrain, or swamp.
camouflage for himself. He must have access to fresh mud, dirt,
plants, soot, or other naturally occurring materials with which to Volley. Aelar can make a ranged attack against any number of
create his camouflage. Once Aelar is camouflaged in this way he creatures within 10 feet of a point he can see within his weapon’s
gains +10 to his Stealth checks as long as he remains stationary range. He must have ammunition for each target as normal and he
without taking actions. Once he moves or takes an action or makes a separate attack for each target.
reaction he must camouflage himself again to gain this benefit. Weapons, Armor & Items
Land’s Stride. Aelar may move through non-magical difficult Longsword, longbow, hide armor, explorer’s kit, quiver with 20
terrain at no extra movement cost. He takes no damage from arrows. 300sp, 70gp, thief slayer’s ring
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.
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain.
Natural Explorer (Forests, Mountains, Swamp). Aelar is adept
at traversing his favored terrain and doubles his proficiency
bonus (+10) when making Intelligence or Wisdom checks about
such areas. In favored terrain, difficult 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, finds 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.

12
Natural Explorer (Forests, Mountains, Swamp). Aelar is adept
Aelar Oakenheel (level 20) at traversing his favored terrain and doubles his proficiency
Medium humanoid (wood elf), neutral good
bonus (+12) when making Intelligence or Wisdom checks about
Class Ranger (lvl 20) Armor Class 14 (hide) such areas. In favored terrain, difficult terrain doesn’t slow his
Background Outlander Hit Points 164 (20d10 + 40) group’s travel, his group can’t get lost except by magical means,
Occupation Bounty Hunter Speed 35 ft. he can engage in another activity such as foraging or tracking
STR DEX CON INT WIS CHA and remain alert to danger, he can move stealthily at a normal
13 (+1) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) pace if traveling alone, finds twice as much food as normal while
foraging and, when tracking other creatures, he learns their
Saving Throws Strength +7, Dexterity +11
exact number, sizes, and how long ago they passed through the
Skills Acrobatics +11, Athletics +7. Insight +11, Perception
area.
+11, Stealth +11, Survival +11: Tools Flute
Senses darkvision 60 ft., passive Perception 21 Spellcasting. Aelar is a 10th-level spellcaster. His spellcasting
Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, ability is Wisdom (spell save DC 19, +11 to hit with spell
Thieves’ Cant attacks). He knows the following ranger spells:
Challenge 7 (2,900 XP) 1st level (4 slots): alarm, ensnaring strike, hunter’s mark
Horde Breaker (1/turn). When Aelar makes a weapon attack 2nd level (3 slots): lesser restoration, pass without trace
against a creature, he may make another attack against another 3rd level (3 slots): plant growth, speak with Plants
creature within 5 feet of the target and within range of 4th level (3 slots): freedom of movement, grasping vine
his weapon. 5th level (2 slots): locate creature, swift quiver
Evasion. When Aelar is subjected to an effect that allows him Steel Will. Aelar has advantage on saving throws against
to make a Dexterity saving throw to only take half damage, he being frightened.
takes no damage on a successful saving throw and half damage
Trance. Aelar does not sleep. Instead, he meditates for four
on a failed one.
hours each night. This grants him the benefit of a long rest.
Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has
Vanish. Aelar may use the Hide action as a bonus action on his
advantage on survival checks made when tracking his favored
turn. Also he can’t be tracked by non-magical means unless he
enemies, as well as advantage on Intelligence checks to recall
chooses to leave a trail.
information about them.
Wanderer. Aelar can find enough food and water for himself
Feral Senses. When Aelar attacks a creature he can’t see, his
and 5 others in the wilderness, provided the area is adequately
inability to see it doesn’t impose disadvantage on his attack
stocked. Additionally, he always recalls the general layout of the
roll against it. He is also aware of the location of any invisible
area around him.
creature within 30 feet of him, provided the creature is not
hidden from him and he is not blinded of deafened. Actions
Fey Ancestry. Aelar has advantage on saving throws against
Multiattack. Aelar makes two weapon attacks.
being charmed, and magic cannot put him to sleep.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft, one
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
creature. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
ranged weapons (included in the attack).
damage if used with two hands.
Foe Slayer. Once per turn, Aelar can add +5 to the attack roll or
Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
the damage roll of an attack he makes against one of his favored
one creature. Hit: 9 (1d8 + 5) piercing damage.
enemies. He can choose to use this feature before or after the roll
but before any effects of the roll are applied. Primeval Awareness. Aelar may expend one ranger spell slot to
focus on the region around him. For 1 minute per level of the spell
Hide in Plain Sight. Aelar may spend 1 minute creating
slot expended he can sense whether there are any aberrations,
camouflage for himself. He must have access to fresh mud, dirt,
celestials, dragons, elementals, fey, fiends or undead within a mile
plants, soot, or other naturally occurring materials with which to
of his current location, or within 6 miles if Aelar is in a forest,
create his camouflage. Once Aelar is camouflaged in this way he
mountainous terrain, or swamp.
gains +10 to his Stealth checks as long as he remains stationary
without taking actions. Once he moves or takes an action or Volley. Aelar can make a ranged attack against any number of
reaction he must camouflage himself again to gain this benefit. 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
Land’s Stride. Aelar may move through non-magical difficult
makes a separate attack for each target.
terrain at no extra movement cost. He takes no damage from
non-magical plants via thorns, spikes, and other similar hazards. Weapons, Armor & Items
In addition, he has advantage on saving throws against plants Longsword, longbow, hide armor, explorer’s kit, quiver with 20
that are magically created or manipulated to impede movement. arrows. 300sp, 120gp, thief slayer’s ring
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain.

13
Aticus’ parents were against his leaving, forbidding it, which only
Aticus Greenmoss made Aticus want to leave even more. He left one night through
Small humanoid (lightfoot halfling), neutral good
his bedroom window, taking with him only a few items, most
Class Bard (lvl 1) Armor Class 14 (leather) importantly, his grandfather’s flute. Ever since, he’s been finding
Background Entertainer Hit Points 9 (1d8 + 1) work as an entertainer in various taverns and inns across the
Occupation Instrumentalist Speed 25 ft. land, longing to one day return home with a fortune beyond
STR DEX CON INT WIS CHA imagination to prove his parents wrong.
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 16 (+3) Personality Traits
Saving Throws Dexterity +5, Charisma +5 “That reminds me of when...” Aticus knows a story for almost every
Skills Acrobatics +5, History +2, Insight +3, Performance +5, situation, even if he embellishes the details a bit. He’s not opposed
Persuasion +5; Tools Disguise Kit, Flute to lying if it makes for a good story. Not easily insulted, he uses his
Senses passive Perception 11 small stature to his advantage from time to time.
Languages Common, Halfling
Challenge 1/4 (50 XP) Ideals
Bardic Inspiration (3/day). Aticus can use his bonus action “Come! Sit! Drink! Let me play you a tune!” Aticus
to give a creature within 60 feet his Bardic Inspiration is a people person. He likes seeing the smiles on
die. Once within the next 10 minutes the peoples’ faces when he performs. He longs for bigger
creature can roll 1d6 and add the number and better things, but doesn’t want to let down his
rolled to one ability check, attack roll, or current employers.
saving throw it makes.
Brave. Aticus has advantage on saving
Bonds
throws against being frightened. “This? Oh, it’s just my little piece of home.” His flute is
his most treasured possession; it reminds him of his
By Popular Demand. Aticus can always
grandfather, who was also an entertainer. Sometimes,
find a place to perform, and can expect
he regrets ever leaving his family behind.
free food and lodging at the venue for
each performance day. Flaws
Halfling Nimbleness. Aticus can move “I suppose one more little ditty won’t hurt...”
through a space occupied by a creature Despite his best efforts he is unreliable, often
that is larger than him. choosing a gig and a chance at riches over his
Naturally Stealthy. Aticus can attempt to friends. This has left him with very few of them to
hide even when he’s only obscured by a speak of. He has a hard time saying no when it comes to
creature at least one size larger than him. performing, not only because of the money, but for the
Lucky. If Aticus rolls a 1 on an attack roll, ability check, attention as well. His outlandish claims have caused
or saving throw, he can reroll the die and must take the people to question his stories more than once.
new result.
Roleplaying Aticus
Spellcasting. Aticus is a 1st-level spellcaster. His spellcasting
Although barely twenty years old, his life has been filled with
ability is Charisma (spell save DC 13, +5 to hit with spell
countless interesting people, who all had their own tales to
attacks). He knows the following bard spells:
tell. Of course he doesn’t always know or remember every
Cantrips: minor
inor illusion, prestidigitation detail when he comes to retell them, so he often shifts the topic
1st level (2 slots): charm person, comprehend languages, cure of the conversation to himself, or an experience that he had, or
wounds, disguise self merges them with other stories that he heard second hand. This is
not out of selfishness, but rather a desire to entertain people.
Actions
He would never go out of his way to steal from someone, but if he
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. happened to find a lost coin purse, he would be very conflicted on
Hit: 7 (1d8 + 3) piercing damage. whether to seek out its owner or consider it an extra tip.
Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Most folk pay him little mind, considering him more of an oddity
creature. Hit: 5 (1d4 + 3) piercing damage. 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 often
Overview performs for. After all, when a thief thinks him penniless, they’re
Aticus was born and raised in a beautiful green country, in a not likely to make him their mark.
small village of lightfoot halflings. He and his parents, along with
four brothers and one sister, lived quite comfortably in their vast “If it’s a story worth telling, I’ll tell it,
burrow and Aticus had little care for the world of the big folk. even if I have to fudge the details.”
That was, until one day when a traveling merchant came to town
to trade with the little folk. Promising that Aticus would have Weapons, Armor & Items
astounding tales to relate on his return, the merchant convinced Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
the eager halfling to accompany him during his travels. 23cp, 5sp, 1gp.

14
Aticus Greenmoss (Level 4) Reactions
Small humanoid (lightfoot halfling), neutral good Cutting Words. When a creature that Aticus can see within 60
Class Bard (lvl 4) Armor Class 14 (leather) feet of him makes an attack roll, ability check, or damage roll, he
Background Entertainer Hit Points 27 (4d8 + 4) can expend one of his uses of Bardic Inspiration to roll 1d6 and
Occupation Instrumentalist Speed 25 ft. subtract the number rolled from the creature’s roll. He can choose
to use this feature after the creature makes its roll but before it is
STR DEX CON INT WIS CHA determined whether the attack roll or ability check succeeds or
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 18 (+4) fails, or before the creature deals its damage.
Saving Throws Dexterity +5, Charisma +6
Skills Acrobatics +5, History +2, Insight +3, Performance +8,
Weapons, Armor & Items
Persuasion +8, Sleight of Hand +5, Stealth +5; Tools Disguise Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
Kit, Flute 15cp, 15sp, 2gp.
Senses passive Perception 12
Languages Common, Halfling Storyteller
Challenge 1/2 (100 XP) This is it, Aticus thought as he stumped up the track after his
Bardic Inspiration (4/day). Aticus can use his bonus action to companions, this will be a tale worth telling.
give a creature within 60 feet his Bardic Inspiration die. Once He hadn’t exactly been unhappy with his progress in the years
within the next 10 minutes the creature can roll 1d6 and add the since he left home, but he hadn’t been exactly satisfied either. By
number rolled to one ability check, attack roll, or saving throw it now he expected to be performing on stages with more renown
makes. and audience than taverns and inns. That said, it was in a tavern
Brave. Aticus has advantage on saving throws against that the opportunity for this little adventure had come up, so he
being frightened. couldn’t complain.
By Popular Demand. Aticus can always find a place to perform, “I’ll wager you fellows are glad you ran into me,” he puffed as
and can expect free food and lodging at the venue for each his little legs worked to keep up, “I’ve more than a little treasure-
performance day. hunting experience myself, in fact, that reminds me of one time-”
Expertise (Performance, Persuasion). Aticus doubles his “Let’s save some stories for when we make camp, eh?” snapped
proficiency bonus to checks with his Expertise skills. Rhona, the leader of the band of soldiers-turned-treasure-hunters.
Halfling Nimbleness. Aticus can move through a space Rhona looked weary and short-tempered, despite Aticus doing his
occupied by a creature that is larger than him. best to keep up spirits with stories and songs but, he reasoned, it
had been a long day of travel.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down (+1), to any ability check he makes that doesn’t As the path they were following approached a river crossing, a
already include his proficiency bonus. voice called out from the rocks ahead of them, ordering them to
stop. A group of half a dozen figures stepped into view.
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. “There’s a toll for this bridge,” said a rough-looking fellow Aticus
had a sneaking suspicion was not a bridge warden.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size larger than him. “Is that right?” Rhona looked ready to draw her sword.
Song of Rest. During a short rest, when Aticus or any friendly “Give us everything you’ve got and you can cross, or-”
creature who can hear him regains hit points by spending Hit “You could kill us all and take our valuables, it’s true,” cut in
Dice, each creature regains an additional 1d6 hit points. Aticus, sidling into the front of the group. “It would be easy. A
Spellcasting. Aticus is a 4th-level spellcaster. His spellcasting trifle really, wouldn’t it, friends?”
ability is Charisma (spell save DC 14, +6 to hit with spell He looked towards his companions for assurance, but they were
attacks). He knows the following bard spells: staring at him blankly.
Cantrips: minor illusion, prestidigitation, vicious mockery “That’s right,” he continued regardless, “we’re outmatched and
1st level (4 slots): charm person, comprehend languages, cure outnumbered,” possibly over-doing it a bit, “anyway, the point is you
wounds, disguise self 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
2nd level (3 slots): enthrall, phantasmal force, suggestion
and, what’s more, we’ve been offered a rich reward upon our return
Actions with a few choice artifacts, which I’m sure we could split to our
mutual satisfaction.”
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage. There was a pregnant pause. After mulling it over, the bandit
sheathed his weapon.
Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage. “‘Teeming with plunder’, you say?”

15
Spellcasting. Aticus is a 8th-level spellcaster. His spellcasting
Aticus Greenmoss (Level 8) ability is Charisma (spell save DC 16, +8 to hit with spell
Small humanoid (lightfoot halfling), neutral good
attacks). He knows the following bard spells:
Class Bard (lvl 8) Armor Class 14 (leather) Cantrips: minor illusion, prestidigitation, vicious mockery
Background Entertainer Hit Points 51 (8d8 + 8)
1st level (4 slots): charm person, comprehend languages, cure
Occupation Instrumentalist Speed 25 ft.
wounds, disguise self
STR DEX CON INT WIS CHA 2nd level (3 slots): detect thoughts, enthrall, phantasmal force,
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 20 (+5) suggestion
Saving Throws Dexterity +6, Charisma +8 3rd level (3 slots): counterspell, fireball, hypnotic pattern
Skills Acrobatics +6, History +3, Insight +3, Performance +11, 4th level (2 slots): confusion, greater invisibility
Persuasion +11, Sleight of Hand +6, Stealth +6; Tools Disguise
Kit, Flute Actions
Senses passive Perception 12
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Languages Common, Halfling
Hit: 7 (1d8 + 3) piercing damage.
Challenge 2 (450 XP)
Dagger. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
Bardic Inspiration (5/day: Recharges after a Short or Long
creature. Hit: 5 (1d4 + 3) piercing damage.
Rest). Aticus can use his bonus action to give a creature within
60 feet his Bardic Inspiration die. Once within the next 10 Countercharm. Aticus starts a performance that lasts until his
minutes the creature can roll 1d8 and add the number rolled to next turn. During that time, he and any friendly creature within
one ability check, attack roll, or saving throw it makes. 30 feet of him have advantage on saving throws against being
frightened or charmed.
Brave. Aticus has advantage on saving throws against being
frightened. Reactions
By Popular Demand. Aticus can always find a place to perform,
Cutting Words. When a creature that Aticus can see within 60
and can expect free food and lodging at the venue for each
feet of him makes an attack roll, ability check, or damage roll, he
performance day.
can expend one of his uses of Bardic Inspiration to roll 1d8 and
Expertise (Performance, Persuasion). Aticus doubles his subtract the number rolled from the creature’s roll. He can choose
proficiency bonus to checks with his Expertise skills. to use this feature after the creature makes its roll but before it is
Halfling Nimbleness. Aticus can move through a space determined whether the attack roll or ability check succeeds or
occupied by a creature that is larger than him. fails, or before the creature deals its damage.
Jack of all Trades. Aticus can add half his proficiency bonus,
Weapons, Armor & Items
rounded down (+1), to any ability check he makes that doesn’t
Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
already include his proficiency bonus.
21sp, 7gp.
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.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size larger than him. Aticus in Your Game
Song of Rest. During a short rest, when Aticus or any friendly The party is most likely to meet Aticus in a tavern, performing.
creature who can hear him regains hit points by spending Hit He is eager to speak to adventurers to hear details of their
Dice, each creature regains an additional 1d6 hit points. 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. The rumor of a legendary artifact is on every
townsperson’s lips; Aticus has spun an incredible tale, and is
happy to fill in any extra details for an interested party. Does the
truth live up to the legend? Well, that’s up to you!

16
Aticus Greenmoss (Level 12) Actions
Small humanoid (lightfoot halfling), neutral good Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Bard (lvl 12) Armor Class 14 (leather) Hit: 7 (1d8 + 3) piercing damage.
Background Entertainer Hit Points 75 (12d8 + 12) Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one
Occupation Instrumentalist Speed 25 ft. creature. Hit: 5 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA Countercharm. Aticus starts a performance that lasts until his
8 (–1) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 20 (+5) next turn. During that time, he and any friendly creature within
30 feet of him have advantage on saving throws against being
Saving Throws Dexterity +7, Charisma +9 frightened or charmed.
Skills Acrobatics +11, History +4, Insight +6, Performance +13,
Persuasion +13, Sleight of Hand +11, Stealth +7; Tools Disguise Reactions
Kit, Flute
Cutting Words. When a creature that Aticus can see within 60
Senses passive Perception 14
feet of him makes an attack roll, ability check, or damage roll, he
Languages Common, Halfling
can expend one of his uses of Bardic Inspiration to roll 1d10 and
Challenge 3 (700 XP)
subtract the number rolled from the creature’s roll. He can choose
Bardic Inspiration (5/day: Recharges after a Short or Long to use this feature after the creature makes its roll but before it is
Rest). Aticus can use his bonus action to give a creature within determined whether the attack roll or ability check succeeds or
60 feet his Bardic Inspiration die. Once within the next 10 fails, or before the creature deals its damage.
minutes the creature can roll 1d10 and add the number rolled to
one ability check, attack roll, or saving throw it makes. Weapons, Armor & Items
Brave. Aticus has advantage on saving throws against being Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
frightened. 24sp, 16gp.
By Popular Demand. Aticus can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Expertise (Acrobatics, Performance, Persuasion, Sleight of
Hand). Aticus doubles his proficiency bonus to checks with his
Expertise skills.
Halfling Nimbleness. Aticus can move through a space
occupied by a creature that is larger than him.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down (+2), to any ability check he makes that doesn’t
already include his proficiency bonus.
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.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size larger than him.
Song of Rest. During a short rest, when Aticus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d8 hit points.
Spellcasting. Aticus is a 12th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). He knows the following bard spells:
Cantrips: friends, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): charm person, comprehend languages, cure
wounds, disguise self
2nd level (3 slots): detect thoughts, enthrall, phantasmal force,
suggestion
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): confusion, dimension door, greater invisibility
5th level (2 slots): animate objects, mass cure wounds
6th level (1 slot): irresistible dance

17
3rd level (3 slots): calm emotions, counterspell, fireball, hypnotic
Aticus Greenmoss (Level 16) pattern, sending
Small humanoid (lightfoot halfling), neutral good
4th level (3 slots): confusion, dimension door, greater invisibility
Class Bard (lvl 16) Armor Class 14 (leather)
5th level (2 slots): animate objects, legend lore, mass cure wounds
Background Entertainer Hit Points 115 (16d8 + 32)
Occupation Instrumentalist Speed 25 ft. 6th level (1 slot): mass suggestion, irresistible dance
7th level (1 slot): project image, symbol
STR DEX CON INT WIS CHA
8 (–1) 17 (+3) 14 (+2) 10 (+0) 14 (+2) 20 (+5) 8th level (1 slot): power word stun

Saving Throws Dexterity +8, Charisma +10 Actions


Skills Acrobatics +13, History +5, Insight +7, Performance +15,
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Persuasion +15, Sleight of Hand +13, Stealth +8; Tools Disguise
Hit: 7 (1d8 + 3) piercing damage.
Kit, Flute
Senses passive Perception 14 Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
Languages Common, Halfling creature. Hit: 5 (1d4 + 3) piercing damage.
Challenge 5 (1,800 XP) Countercharm. Aticus starts a performance that lasts until his
Bardic Inspiration (5/day: Recharges after a Short or Long next turn. During that time, he and any friendly creature within
Rest). Aticus can use his bonus action to give a creature within 30 feet of him have advantage on saving throws against being
60 feet his Bardic Inspiration die. Once within the next 10 frightened or charmed.
minutes the creature can roll 1d12 and add the number rolled to Reactions
one ability check, attack roll, or saving throw it makes.
Brave. Aticus has advantage on saving throws against Cutting Words. When a creature that Aticus can see within 60
being frightened. feet of him makes an attack roll, ability check, or damage roll, he
can expend one of his uses of Bardic Inspiration to roll 1d12 and
By Popular Demand. Aticus can always find a place to perform,
subtract the number rolled from the creature’s roll. He can choose
and can expect free food and lodging at the venue for each
to use this feature after the creature makes its roll but before it is
performance day.
determined whether the attack roll or ability check succeeds or
Expertise (Acrobatics, Performance, Persuasion, Sleight of fails, or before the creature deals its damage.
Hand). Aticus doubles his proficiency bonus to checks with his
Expertise skills. Weapons, Armor & Items
Halfling Nimbleness. Aticus can move through a space Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
occupied by a creature that is larger than him. 24sp, 130gp.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down (+2), to any ability check he makes that doesn’t
already include his proficiency bonus.
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.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size larger than him.
Peerless Skill. When Aticus makes an ability check, he can
expend one use of Bardic Inspiration to roll 1d12 and add the
number rolled to his ability check. He can choose to do so after
the roll but before it is determined whether he succeeds or fails.
Song of Rest. During a short rest, when Aticus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d10 hit points.
Spellcasting. Aticus is a 16th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell
attacks). He knows the following bard spells:
Cantrips: friends, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): charm person, comprehend languages, cure
wounds, disguise self, heroism, identify
2nd level (3 slots): detect thoughts, enthrall, phantasmal force,
suggestion

18
Spellcasting. Aticus is a 20th-level spellcaster. His spellcasting
Aticus Greenmoss (Level 20) ability is Charisma (spell save DC 19, +11 to hit with spell
Small humanoid (lightfoot halfling), neutral good
attacks). He knows the following bard spells:
Class Bard (lvl 20) Armor Class 15 (leather) Cantrips: friends, minor illusion, prestidigitation, vicious mockery
Background Entertainer Hit Points 143 (20d8 + 40)
1st level (4 slots): charm person, comprehend languages, cure
Occupation Instrumentalist Speed 25 ft.
wounds, disguise self, heroism, identify
STR DEX CON INT WIS CHA 2nd level (3 slots): detect thoughts, enthrall, phantasmal force,
8 (–1) 19 (+4) 14 (+2) 10 (+0) 14 (+2) 20 (+5) suggestion
Saving Throws Dexterity +10, Charisma +11 3rd level (3 slots): calm emotions, counterspell, fireball, hypnotic
Skills Acrobatics +16, History +6, Insight +8, Performance +17, pattern, sending
Persuasion +17, Sleight of Hand +16, Stealth +10; Tools Disguise 4th level (3 slots): confusion, dimension door, greater invisibility
Kit, Flute
5th level (3 slots): animate objects, legend lore, mass cure wounds
Senses passive Perception 15
Languages Common, Halfling 6th level (2 slots): mass suggestion, irresistible dance
Challenge 6 (2,300 XP) 7th level (2 slots): prismatic spray, project image, symbol
Bardic Inspiration (5/day: Recharges after a Short or Long 8th level (1 slot): dominate monster, power word stun
Rest). Aticus can use his bonus action to give a creature within 9th level (1 slot): power word heal
60 feet his Bardic Inspiration die. Once within the next 10 Superior Inspiration. When Aticus rolls initiative, if he has no
minutes the creature can roll 1d12 and add the number rolled to uses of Bardic Inspiration left, he regains one use.
one ability check, attack roll, or saving throw it makes.
Brave. Aticus has advantage on saving throws against Actions
being frightened. Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
By Popular Demand. Aticus can always find a place to perform, Hit: 8 (1d8 + 4) piercing damage.
and can expect free food and lodging at the venue for each Dagger. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one
performance day. creature. Hit: 6 (1d4 + 4) piercing damage.
Expertise (Acrobatics, Performance, Persuasion, Sleight of Countercharm. Aticus starts a performance that lasts until his
Hand). Aticus doubles his proficiency bonus to checks with his next turn. During that time, he and any friendly creature within
Expertise skills. 30 feet of him have advantage on saving throws against being
Halfling Nimbleness. Aticus can move through a space frightened or charmed.
occupied by a creature that is larger than him.
Reactions
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down (+3), to any ability check he makes that doesn’t Cutting Words. When a creature that Aticus can see within 60
already include his proficiency bonus. feet of him makes an attack roll, ability check, or damage roll, he
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or can expend one of his uses of Bardic Inspiration to roll 1d12 and
saving throw, he can reroll the die and must take the new result. subtract the number rolled from the creature’s roll. He can choose
Naturally Stealthy. Aticus can attempt to hide even when he’s to use this feature after the creature makes its roll but before it is
only obscured by a creature at least one size larger than him. determined whether the attack roll or ability check succeeds or
fails, or before the creature deals its damage.
Peerless Skill. When Aticus makes an ability check, he can
expend one use of Bardic Inspiration to roll 1d12 and add the Weapons, Armor & Items
number rolled to his ability check. He can choose to do so after Rapier, dagger, fine leather shirt, jester’s clothes, gemstone flute,
the roll but before it is determined whether he succeeds or fails. 50sp, 140gp.
Song of Rest. During a short rest, when Aticus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d12 hit points.

19
found it ablaze. Their families were either slain or taken, along
Cogrin Heavyfist with anything valuable. Cogrin found his father’s body near his
Medium humanoid (human), chaotic good
forge, pierced with many arrows and laying in a circle of slain foes.
Class Barbarian (lvl 1) Armor Class 11 His sword was missing, as was Cogrin’s mother.
Background Folk Hero Hit Points 14 (1d12 + 2)
Occupation Blacksmith Speed 30 ft. Personality Traits
“Talk is cheap.” Cogrin judges people by their actions, not their
STR DEX CON INT WIS CHA
words. He has little patience for folk who speak too much, or
16 (+3) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2)
refuse to pay other folk proper respect. He does not hide his
Saving Throws Strength +5, Constitution +4 emotions, expressing his thoughts and feelings without care for
Skills Animal Handling +2, Athletics +5, Intimidation +4, who he might offend.
Survival +2; Tools Smith’s Tools, Land Vehicles
Senses passive Perception 10 Ideals
Languages Common, Dwarvish “We are all born free.” He values freedom
Challenge 1/2 (100 XP) above all other things in life. Tyrants must
Rage (2/day). On his turn, Cogrin can enter a rage not be allowed to oppress people, he will gladly be
as a bonus action. He gains advantage on part of any plan that involves disrupting their schemes.
Strength checks and Strength saving
throws, a +2 bonus to damage when Bonds
making Strength based melee “I will find her. One day.” He is constantly on the
attacks, and resistance to move, searching for any sign of his mother and
bludgeoning, piercing, the villains who took her. He has a deeply
and slashing damage. ingrained desire to protect those who cannot
Rage lasts for 1 minute; protect themselves.
it ends early if his turn ends
and he hasn’t attacked a hostile
Flaws
creature since his last turn or taken “I’ll tell you when I’ve had enough!” He
damage since then. He can also choose to has a weakness for vices of the city,
end his rage early as a bonus action. especially hard drink and easy women.
He’s been the instigator in more than a
Rustic Hospitality. Commoners will happily
few tavern brawls. He uses his great size
accept Cogrin if he has need of shelter, food or
to intimidate people more often than he
rest. They won’t risk their lives for him, but will
should, and often regrets his actions
shield him from any pursuers if they are able.
in retrospect.
Actions
Roleplaying Cogrin
Greatsword. Melee Weapon Attack: +5 to hit, Cogrin has two very different
reach 5 ft., one creature. Hit: 10 (2d6 + 3) personalities. Around men, he is gruff
slashing damage. and quick to accept, or issue, a challenge.
Javelin. Ranged Weapon Attack: +5 to hit, range He will speak his mind, even going so
30/120 ft., one creature. Hit: 6 (1d6 + 3) far as to put another man’s reputation and
piercing damage. honor into question publicly. Around women, he
is respectful and chivalrous. A gentle hulk, whose
Overview reputation among the fairer sex may actually be
Cogrin’s father taught him the art of more wide spread than it is among men who
swordplay from an early age, imparting either fear or admire him.
all of his own knowledge to his son. On his sixteenth birthday, he He is not above stealing what he needs to
was given a masterfully crafted greatsword which his father had survive and rarely has any money to pay for
spent weeks forging, balancing, sharpening, and polishing. It was a goods and services. He has been known to sneak into a hayloft for
thing to behold, and he was grateful. Cogrin’s people were natural a good night’s rest if he can’t find a free room in the local inn.
warriors, but only ever meant to defend what was theirs; their land
In combat, Cogrin will not back down to insurmountable odds,
and their families.
believing that he will be victorious over evil no matter what. He
The village lived in relative peace for many years until one day, prefers to meet his enemies head on, but his experience in battle
when Cogrin and his uncle were hunting in the forest for deer prevents him from passing up an attack of opportunity.
and small game, they spied a troop of half a dozen vagabonds,
scurrying through the forest with a common purpose: a scouting “Hm.”
party, his uncle thought. They were headed toward Cogrin’s village,
each of them heavily armed and ready for battle. Weapons, Armor & Items
Cogrin and his uncle intercepted the group and slew every one Skera, 5 javelins, bear skin cloak
of them, by bow and by sword. It was the first time his blade had
tasted human blood. When they returned to their village they

20
Cogrin Heavyfist (Level 4) Diplomat
Medium humanoid (human), chaotic good The more he looked, the more he was sure that it was his father’s
sword. The man carrying it was not his father, not of his village - he
Class Barbarian (lvl 4) Armor Class 11
had no right to bear his steel.
Background Folk Hero Hit Points 41 (4d12 + 8)
Occupation Blacksmith Speed 30 ft. Cogrin took another swig of beer and signaled to Martha for more.
Most of the tavern’s patrons were giving him the sideways glances
STR DEX CON INT WIS CHA he was used to receiving, but this fellow with his father’s sword,
18 (+4) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) and the two rough-looking cronies sitting with him, paid him no
Saving Throws Strength +6, Constitution +4 heed in their arrogance.
Skills Animal Handling +2, Athletics +6, Intimidation +4, Three men. He was reluctant to start a fight here. He thought of
Survival +2; Tools Smith’s Tools, Land Vehicles Martha, Rosalind, Bess and the others. They could pour a decent
Senses passive Perception 10 pint and he was fond of their pleasurable company. They would be
Languages Common, Dwarvish sore displeased if he wrecked the place again, not to mention they
Challenge 1 (200 XP) could get hurt.
Rage (3/day). On his turn, Cogrin can enter a rage as a bonus Though more used to using Skera to solve his problems and
action. He gains advantage on Strength checks and Strength grievances, he knew he could talk down three men. Rising to his
saving throws, a +2 bonus to damage when making Strength considerable height, he made towards their table with strides twice
based melee attacks, and resistance to bludgeoning, piercing, that of most men.
and slashing damage. Rage lasts for 1 minute; it ends early if his As he crossed the floor his battle-senses twitched as he felt the
turn ends and he hasn’t attacked a hostile creature since his last eyes that had been warily glancing his way were now directly and
turn or taken damage since then. He can also choose to end his unflinchingly trained on him. Soon enough, behind and to the
rage early as a bonus action. sides, he heard the scraping of stools as more men got to their feet
Danger Sense. Cogrin has advantage on Dexterity saving throws to surround him.
against effects he can see, such as traps and spells, as long as he is A few daggers, a mace, two shortswords, an axe, and his father’s
not blinded, deafened, or incapacitated. blade. Little armor between them but a few scraps of mail. He
Frenzy. When raging, Cogrin can make a single melee weapon could handle it. Martha emerged with his drink; he glared at her
attack on each of his turns as a bonus action. When his rage and she scurried into the back room.
ends he suffers one level of exhaustion. He couldn’t talk down eight men. Only one thing for it. He sniffed.
Reckless Attack. When making his first attack on his turn, “If any of you want to leave,” he said, his hand reaching up for
Cogrin may choose to attack recklessly, giving him advantage Skera’s hilt, “do it now.”
on all Strength-based attacks during his turn, but granting
advantage to all attacks made against him until his next turn.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for
him, but will shield him from any pursuers if they are able.
Actions
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 11 (2d6 + 4) slashing damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.
Weapons, Armor & Items
Skera, 5 javelins, bear skin cloak

21
Cogrin Heavyfist (Level 8) Actions
Medium humanoid (human), chaotic good Multiattack. Cogrin makes two weapon attacks.
Class Barbarian (lvl 8) Armor Class 11 Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Background Folk Hero Hit Points 77 (8d12 + 16) creature. Hit: 12 (2d6 + 5) slashing damage.
Occupation Blacksmith Speed 40 ft. Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA creature. Hit: 8 (1d6 + 5) piercing damage.
20 (+5) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) Weapons, Armor & Items
Saving Throws Strength +8, Constitution +5 Skera, 5 javelins, bear skin cloak
Skills Animal Handling +3, Athletics +8, Intimidation +5,
Survival +3; Tools Smith’s Tools, Land Vehicles
Senses passive Perception 10
Languages Common, Dwarvish
Challenge 3 (700 XP)
Cogrin in Your Game
Rage (4/day). On his turn, Cogrin can enter a rage as a bonus The party is most likely to find Cogrin in his cups, halfway
action. He gains advantage on Strength checks and Strength through a barrel of the tavern’s cheapest ale. It is entirely
saving throws, a +2 bonus to damage when making Strength probable he will challenge the strongest-looking party member
based melee attacks, and resistance to bludgeoning, piercing, to a fist fight or, at least, a friendly drinking contest (if not both).
and slashing damage. Rage lasts for 1 minute; it ends early if his Cogrin may offer his services to the player characters if they
turn ends and he hasn’t attacked a hostile creature since his last have the coin, especially if there are women in the party who
turn or taken damage since then. He can also choose to end his ‘need protection’.
rage early as a bonus action. Quest Hook. Cogrin enlists the party’s help to track down the
Danger Sense. Cogrin has advantage on Dexterity saving throws bandits who destroyed his village. Upon investigating his leads,
against effects he can see, such as traps and spells, as long as he is it gradually becomes clear that the bandits he seeks are long
not blinded, deafened, or incapacitated. gone. Unbeknownst to Cogrin, he slew them years ago, thinking
Feral Instinct. Cogrin has advantage on initiative rolls. In they were just another band of villains. How does the barbarian
addition, if he is surprised at the beginning of combat and isn’t react to the news that his revenge has already been carried out,
incapacitated he may act normally during his first turn but only and in such an unsatisfactory manner?
if he enters a rage before doing anything else.
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 suffers 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 effect
is suspended for the duration of the rage.
Reckless Attack. When making his first 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.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for
him, but will shield him from any pursuers if they are able.

22
Cogrin Heavyfist (Level 12) Actions
Medium humanoid (human), chaotic good Multiattack. Cogrin makes two weapon attacks.
Class Barbarian (lvl 12) Armor Class 13 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Background Folk Hero Hit Points 125 (12d12 + 36) creature. Hit: 12 (2d6 + 5) slashing damage.
Occupation Blacksmith Speed 40 ft. Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA creature. Hit: 8 (1d6 + 5) piercing damage.
20 (+5) 10 (+0) 16 (+3) 13 (+1) 11 (+0) 14 (+2) Intimidating Presence. Cogrin can attempt to frighten one
creature within 30 feet that can see or hear him. That creature must
Saving Throws Strength +9, Constitution +7
succeed on a Wisdom saving throw (DC 14) or be frightened until
Skills Animal Handling +4, Athletics +9, Intimidation +6,
the end of Cogrin’s next turn. He can use his action to extend this
Survival +4; Tools Smith’s Tools, Land Vehicles
condition. The creature stops being frightened if it ends its turn
Senses passive Perception 10
out of line of sight or more than 60 feet away from Cogrin. If it
Languages Common, Dwarvish
succeeds on its saving throw, Cogrin cannot use this feature on
Challenge 5 (1,800 XP)
that creature again for 24 hours.
Rage (5/day). On his turn, Cogrin can enter a rage as a bonus
action. He gains advantage on Strength checks and Strength Weapons, Armor & Items
saving throws, a +3 bonus to damage when making Strength Skera, 5 javelins, bear skin cloak
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.
Brutal Critical. When Cogrin scores a critical hit with a melee
weapon, he may roll one additional weapon damage die when
determining the extra damage.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
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 first turn but only
if he enters a rage before doing anything else.
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 suffers 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 effect
is suspended for the duration of the rage.
Reckless Attack. When making his first 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.
Relentless Rage. If Cogrin drops to 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 after the first, the DC increases by 5.
When he finishes a long or short rest the DC resets to 10.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for
him, but will shield him from any pursuers if they are able.

23
Cogrin Heavyfist (Level 16) Actions
Medium humanoid (human), chaotic good Multiattack. Cogrin makes two weapon attacks.
Class Barbarian (lvl 16) Armor Class 14 Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Background Folk Hero Hit Points 181 (16d12 + 64) creature. Hit: 12 (2d6 + 5) slashing damage.
Occupation Blacksmith Speed 40 ft. Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA creature. Hit: 8 (1d6 + 5) piercing damage.
20 (+5) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 14 (+2) Intimidating Presence. Cogrin can attempt to frighten one
creature within 30 feet that can see or hear him. That creature must
Saving Throws Strength +10, Constitution +9
succeed on a Wisdom saving throw (DC 15) or be frightened until
Skills Animal Handling +5, Athletics +10, Intimidation +7,
the end of Cogrin’s next turn. He can use his action to extend this
Survival +5; Tools Smith’s Tools, Land Vehicles
condition. The creature stops being frightened if it ends its turn
Senses passive Perception 10
out of line of sight or more than 60 feet away from Cogrin. If it
Languages Common, Dwarvish
succeeds on its saving throw, Cogrin cannot use this feature on
Challenge 7 (2,900 XP)
that creature again for 24 hours.
Rage (5/day). On his turn, Cogrin can enter a rage as a bonus
action. He gains advantage on Strength checks and Strength Reactions
saving throws, a +4 bonus to damage when making Strength
Retaliation. When Cogrin takes damage from a creature within 5
based melee attacks, and resistance to bludgeoning, piercing,
feet of him, he can make a melee attack against that creature.
and slashing damage. Rage lasts for 1 minute; he can choose to
end his rage early as a bonus action. Weapons, Armor & Items
Brutal Critical. When Cogrin scores a melee critical hit he may Skera, 5 javelins, bear skin cloak
roll two additional weapon damage die when determining the
extra damage.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
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 first turn but only
if he enters a rage before doing anything else.
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 suffers 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 effect
is suspended for the duration of the rage.
Reckless Attack. When making his first 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.
Relentless Rage. If Cogrin drops to 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 after the first, the DC increases by 5.
When he finishes a long or short rest the DC resets to 10.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for
him, but will shield him from any pursuers if they are able.

24
Cogrin Heavyfist (Level 20) Actions
Medium humanoid (human), chaotic good Multiattack. Cogrin makes two weapon attacks.
Class Barbarian (lvl 20) Armor Class 17 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Background Folk Hero Hit Points 285 (20d12 + 140) creature. Hit: 14 (2d6 + 7) slashing damage.
Occupation Blacksmith Speed 40 ft. Javelin. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA creature. Hit: 10 (1d6 + 7) piercing damage.
24 (+7) 10 (+0) 24 (+7) 13 (+1) 11 (+0) 14 (+2) Intimidating Presence. Cogrin can attempt to frighten one
creature within 30 feet that can see or hear him. That creature must
Saving Throws Strength +13, Constitution +13
succeed on a Wisdom saving throw (DC 16) or be frightened until
Skills Animal Handling +6, Athletics +13, Intimidation +8,
the end of Cogrin’s next turn. He can use his action to extend this
Survival +6; Tools Smith’s Tools, Land Vehicles
condition. The creature stops being frightened if it ends its turn
Senses passive Perception 10
out of line of sight or more than 60 feet away from Cogrin. If it
Languages Common, Dwarvish
succeeds on its saving throw, Cogrin cannot use this feature on
Challenge 11 (7,200 XP)
that creature again for 24 hours.
Rage. On his turn, Cogrin can enter a rage as a bonus action. He
gains advantage on Strength checks and Strength saving throws, Reactions
a +4 bonus to damage when making Strength based melee
Retaliation. When Cogrin takes damage from a creature within 5
attacks, and resistance to bludgeoning, piercing, and slashing
feet of him, he can make a melee attack against that creature.
damage. Rage lasts for 1 minute; he can choose to end his rage
early as a bonus action. Weapons, Armor & Items
Brutal Critical. When Cogrin scores a melee critical hit he may Skera, 5 javelins, bear skin cloak
roll three additional weapon damage die when determining the
extra damage.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
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 first turn but only
if he enters a rage before doing anything else.
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 suffers one level of exhaustion.
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.
Mindless Rage. Cogrin can’t be charmed or frightened while
raging. If he enters a rage while charmed or frightened the effect
is suspended for the duration of the rage.
Persistent Rage. Cogrin’s rage only ends early if he falls
unconscious or chooses to end it.
Reckless Attack. When making his first 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.
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 after the first, the DC increases by 5.
When he finishes a long or short rest the DC resets to 10.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for
him, but will shield him from any pursuers if they are able.

25
rainy nights. She wrapped herself in rags and didn’t try to hide
Criella her more outstanding features; her tail and horns. Criella was
Medium humanoid (tiefling), chaotic good
proud of what she was and was determined to live the way she
Class Rogue (lvl 1) Armor Class 14 (std. leather) wanted, without care for the opinions or judgments of others and,
Background Urchin Hit Points 8 (1d8) moreover, to help others do the same.
Occupation Thief Speed 30 ft. There came a time when she took to thieving, starting small by
STR DEX CON INT WIS CHA burglarizing homes, only taking what she needed. A few coins
12 (+1) 15 (+2) 10 (+0) 15 (+2) 8 (–1) 15 (+2) here, a trinket there, but soon she set her sights on larger targets.
Saving Throws Dexterity +4, Intelligence +4 Rumors among jewelers and other artisans spread about a greedy
Skills Acrobatics +4, Deception +4, Insight +1, Perception +3, demon who crept in through closed windows to take anything
Sleight of Hand +4, Stealth +6; Tools Disguise Kit, Thieves’ Tools shiny that could fit in its hand, and they weren’t wrong.
Damage Resistances fire Personality Traits
Senses darkvision 60 ft., passive Perception 13
“Say what you mean, or shut up.” She has a hard time
Languages Common, Infernal, Thieves’ Cant
understanding hints and innuendo, speaking bluntly and rarely
Challenge 1/4 (50 XP)
in whispers.
Sneak Attack (1/turn). Criella can deal an
extra 1d6 damage to one creature she hits Ideals
with an attack if she has advantage on the “Wealth is the key.” She intends to prove that she is worthy of a
attack roll. The attack must use a finesse or better life than the one she was given by helping raise up those
ranged weapon. She doesn’t need advantage below her on the social ladder.
on the attack roll if another enemy of the
target is within 5 feet of it, that enemy Bonds
isn’t incapacitated, and she doesn’t have “I can’t run forever, but I’ll try anyway.” Criella robbed an
disadvantage on the attack roll. infamous warlock of great power in what proved to be a
City Secrets. Out of combat, Criella can turning point in her thieving career. Now she is scared of
lead a group between any two points in what might happen to her, and even more scared of the
the city she grew up in twice as fast as her artifact she stole.
speed would allow.
Flaws
Expertise (Perception, Stealth). Criella
“Calm down, you were all thinking it.” Sometimes
doubles her proficiency bonus to checks with her
her blunt way of speaking gets her into trouble,
Expertise skills.
especially with folk who don’t know her, or of
Infernal Legacy. Criella can cast the her.
thaumaturgy cantrip using Charisma
as her spellcasting modifier Roleplaying Criella
(spell save DC 12). Criella is outgoing and friendly, although she
doesn’t give up too much information about
Actions
herself, even to her closest friends. She doesn’t
Two-Weapon Fighting. When Criella makes put much stock in making friends, unless it’s
a Shortsword attack, as a bonus action she can with a beggar on the street or an orphaned child
make a Dagger or Throwing Knife attack. On a searching for food in a back ally. She sees much
hit, this attack deals 2 (1d4) piercing damage. of herself in the faces of the destitute and her truly
Shortsword. Melee Weapon Attack: +4 to hit, good nature forces her to give them a few copper
reach 5 ft., one creature. Hit: 5 (1d6 + 2) pieces, even if it’s all she has to her name at the
slashing damage. time.
Dagger. Melee Weapon Attack: +4 to hit, She is not an assassin, but she is willing to kill if
reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage. pushed to it. If things go that far, she’d rather kill
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., someone in their sleep, or with a powerful poison than fight toe to
toe. Although agile and strong, she will run from a fight unless she
one creature. Hit: 4 (1d4+2) piercing damage.
can attack from behind and the target is unaware of her.
Overview “You’re better than this.
Criella was abandoned too young to remember her parents. It was I’m better than this and I’m part devil.”
a miracle that she survived, having been left on the filthy streets
of the peasant quarter. It is said that tieflings are not of this world, Weapons, Armor & Items
and that they are more demon than mortal. Much is said, but what Studded leather armor, shortsword, dagger, 5 throwing knives,
is true is that their infants are not as helpless as those of men, and ragged clothes, skeleton key of Karn Ithel
that they develop quickly. This 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

26
Criella (Level 4) Thief in the Night
Medium humanoid (tiefling), chaotic good The rooftops were risky; they were slippery and exposed, but the
rain thudding against the tiles masked her approach. She was not
Class Rogue (lvl 4) Armor Class 15 (std. leather)
one to pass up an opportunity like this; allegedly one of the most
Background Urchin Hit Points 23 (4d8)
prolific collectors of magical artifacts in the region was visiting the
Occupation Thief Speed 30 ft.
city, and she intended to find out (and steal) the reason why.
STR DEX CON INT WIS CHA ‘Ashcorpse’ Ashcopse was the name her sources whispered, but
12 (+1) 16 (+3) 10 (+0) 15 (+2) 8 (–1) 16 (+3) Criella had no fear of a name. She had some misgivings - her
Saving Throws Dexterity +5, Intelligence +4 understanding of the magical arts was limited - but the potential
Skills Acrobatics +5, Deception +5, Insight +1, Perception +3, gain was too great to pass up.
Sleight of Hand +5, Stealth +7; Tools Disguise Kit, Thieves’ Tools The window of the residence’s upper floor was cracked open. As
Damage Resistances fire she pried it further just enough to slip through, she realised why;
Senses darkvision 60 ft., passive Perception 13 it was baking hot inside. The rain steamed from her as she entered
Languages Common, Infernal, Thieves’ Cant and the room smelled of ash, rotten eggs, and scorched meat.
Challenge 1 (200 XP) Breathing through her mouth, she began to creep around
Sneak Attack (1/turn). Criella can deal an extra 2d6 damage to the room, keeping close to the wall, when she heard pained
one creature she hits with an attack if she has advantage on the murmuring from the bed. With a start, she realised he was in there
attack roll. The attack must use a finesse or ranged weapon. She with her, a tiny figure stirring restlessly. She would have to work
doesn’t need advantage on the attack roll if another enemy of the quickly, and quietly.
target is within 5 feet of it, that enemy isn’t incapacitated, and The disheveled room was full of containers: trunks, chests, and
she doesn’t have disadvantage on the attack roll. crates. Clearly he intended to pick up a number of items on his
City Secrets. Out of combat, Criella can lead a group between stay, but empty box after empty box frustrated Criella. She mopped
any two points in the city she grew up in twice as fast as her sweat from the back of her neck and reached towards a shallow
speed would allow. chest the size of her forearm. As soon as the tips of her fingers
Cunning Action. On her turn, as a bonus action, Criella can made contact, she knew she’d found something worth having. A
take a Dash, Dodge, Disengage, Hide, or Use an Object action. pulse of purple light whirled over the surface of the box and, to her
Alternatively, she can make a Sleight of Hand check or use her horror, the figure in the bed shot upright.
thieves’ tools to disarm a trap or open a lock. “NO!”
Expertise (Perception, Stealth). Criella doubles her proficiency She grabbed the box and hurtled towards the open window,
bonus to checks with her Expertise skills. fragments of shattered crates and ceiling plaster raining down
Infernal Legacy. Criella can cast the thaumaturgy cantrip, around her as the room was filled with the flame and fury of the
and hellish rebuke as a 2nd-level spell using Charisma as her crazed little man. She leapt towards the rooftop opposite, reaching
spellcasting modifier (spell save DC 13). Once she casts hellish wildly, when a sudden, burning pain seared over her shoulder.
rebuke, she must complete a long rest before she can cast it again. Her fingers slipped on the wet tile, and she was falling, the
Second-Story Work. Criella can climb without expending extra blissfully cool night air rushing around her. She grabbed hold of
movement. In addition, when she makes a running jump, the a washing line strung across the alley, which gave way. The box
distance she covers increases by 3 feet. 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
Actions soaking cobbles.
Two-Weapon Fighting. When Criella makes a Shortsword attack, Lucky. If she’d made the jump, she’d be a clear target. He couldn’t
as a bonus action she can make a Dagger or Throwing Knife attack. hit her easily down here (though from the shouting, thunder and
On a hit, this attack deals 2 (1d4) piercing damage. flashes of light, he was certainly trying), and she knew these alleys
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one better than anyone. He’d never catch up to her with her head start.
creature. Hit: 6 (1d6 + 3) slashing damage. She grabbed the contents of the pile of tinder that had been a chest
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. and made herself scarce.
Hit: 5 (1d4+3) piercing damage. A key. Now to find out what it unlocked...
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4+3) piercing damage.
Weapons, Armor & Items
Studded leather armor, shortsword, dagger, 5 throwing knives,
ragged clothes, skeleton key of Karn Ithel

27
Criella (Level 8) Actions
Medium humanoid (tiefling), chaotic good Two-Weapon Fighting. When Criella makes a Shortsword attack,
Class Rogue (lvl 8) Armor Class 16 (std. leather) as a bonus action she can make a Dagger or Throwing Knife attack.
Background Urchin Hit Points 43 (8d8) On a hit, this attack deals 2 (1d4) piercing damage.
Occupation Thief Speed 30 ft. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 7 (1d6 + 4) slashing damage.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 15 (+2) 8 (–1) 16 (+3) Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 6 (1d4+4) piercing damage.
Saving Throws Dexterity +7, Intelligence +5
Throwing Knife. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
Skills Acrobatics +7, Deception +9, Insight +2, Perception +5,
one creature. Hit: 6 (1d4+4) piercing damage.
Sleight of Hand +10, Stealth +10; Tools Disguise Kit, Thieves’
Tools Reactions
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 15 Uncanny Dodge. When Criella is hit with an attack from an
Languages Common, Infernal, Thieves’ Cant attacker that she can see, she can halve the attack’s damage.
Challenge 2 (450 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Criella can deal an extra 4d6 damage to Studded leather armor, shortsword, dagger, 5 throwing knives,
one creature she hits with an attack if she has advantage on the ragged clothes, skeleton key of Karn Ithel
attack roll. The attack must use a finesse 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 Criella in Your Game
attack roll. Criella is likely to be encountered by the party in their lodgings,
City Secrets. Out of combat, Criella can lead a group between in the dead of night, rifling through their belongings. If
any two points in the city she grew up in twice as fast as her apprehended, she will offer her services as a thief-for-hire in
speed would allow. exchange for her life, hinting that she has the means to bypass
Cunning Action. On her turn, as a bonus action, Criella can even the most stubborn of locks...
take a Dash, Dodge, Disengage, Hide, or Use an Object action. If the party are themselves a group of thieves, Criella will likely
Alternatively, she can make a Sleight of Hand check or use her seek them out if she hears of a challenging job, in exchange for a
thieves’ tools to disarm a trap or open a lock. share of the loot.
Evasion. When Criella is subjected to an effect that allows her Quest Hook. Criella needs the party’s help to discover the
to make a Dexterity saving throw to only take half damage, she intended purpose of the Skeleton Key in her possession. Time
takes no damage on a successful saving throw and half damage is running out, as Garrin Ashcopse, the key’s previous owner,
on a failed one. draws ever closer on her trail...
Expertise (Deception, Perception, Sleight of Hand, Stealth).
Criella doubles her proficiency bonus to checks with her
Expertise skills.
Infernal Legacy. Criella can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as her spellcasting modifier (spell save DC 14). Once she casts a
spell, she can’t cast it again until she completes a long rest.
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 feet.

28
Criella (Level 12) Actions
Medium humanoid (tiefling), chaotic good Two-Weapon Fighting. When Criella makes a Shortsword attack,
Class Rogue (lvl 12) Armor Class 17 (std. leather) as a bonus action she can make a Dagger or Throwing Knife attack.
Background Urchin Hit Points 63 (12d8) On a hit, this attack deals 2 (1d4) piercing damage.
Occupation Thief Speed 30 ft. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 10 (+0) 15 (+2) 8 (–1) 18 (+4) Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 7 (1d4 + 5) piercing damage.
Saving Throws Dexterity +9, Intelligence +6
Throwing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 ft.,
Skills Acrobatics +9, Deception +12, Insight +3, Perception +7,
one creature. Hit: 7 (1d4 + 5) piercing damage.
Sleight of Hand +13, Stealth +13; Tools Disguise Kit, Thieves’
Tools Reactions
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 17 Uncanny Dodge. When Criella is hit with an attack from an
Languages Common, Infernal, Thieves’ Cant attacker that she can see, she can halve the attack’s damage.
Challenge 4 (1,100 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Criella can deal an extra 6d6 damage to Studded leather armor, shortsword, dagger, 5 throwing knives,
one creature she hits with an attack if she has advantage on the ragged clothes, skeleton key of Karn Ithel
attack roll. The attack must use a finesse 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.
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 Criella,
speed would allow.
Cunning Action. On her turn, as a bonus action, Criella can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
o yo u h av e an y id ea who you stole
Alternatively, she can make a Sleight of Hand check or use her D
thieves’ tools to disarm a trap or open a lock.
from?!
Evasion. When Criella is subjected to an effect that allows her
op e w h at ev er it w as is wor th it ; you’ve
to make a Dexterity saving throw to only take half damage, she Ih
takes no damage on a successful saving throw and half damage
n e an d go t yo u rs el f a price on your
on a failed one. go
Expertise (Deception, Perception, Sleight of Hand, Stealth). head.
Criella doubles her proficiency bonus to checks with her
fr om ta ve rn s fo r a while, hide
Expertise skills. Keep away
u see a dragonborn
Infernal Legacy. Criella can cast the thaumaturgy cantrip,
your horns and if yo
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
n k h ar as os S k ar n ; get out of town.
as her spellcasting modifier (spell save DC 16). Once she casts a
spell, she can’t cast it again until she completes a long rest.
called A
Reliable Talent. When Criella makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10. Keep safe,
Second-Story Work. Criella can climb without expending extra
movement. In addition, when she makes a running jump, the
Tauberel
distance she covers increases by 5 feet.
Supreme Sneak. Criella has advantage on Stealth checks if she
moves no more than half her speed on the same turn.

29
Criella (Level 16) Actions
Medium humanoid (tiefling), chaotic good Two-Weapon Fighting. When Criella makes a Shortsword attack,
Class Rogue (lvl 16) Armor Class 17 (std. leather) as a bonus action she can make a Dagger or Throwing Knife attack.
Background Urchin Hit Points 83 (16d8) On a hit, this attack deals 2 (1d4) piercing damage.
Occupation Thief Speed 30 ft. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 10 (+0) 15 (+2) 8 (–1) 20 (+5) Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Hit: 7 (1d4 + 5) piercing damage.
Saving Throws Dexterity +10, Intelligence +7, Wisdom +4
Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Skills Acrobatics +10, Deception +15, Insight +4, Perception +9,
ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Sleight of Hand +15, Stealth +15; Tools Disguise Kit, Thieves’
Tools Reactions
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 19 Uncanny Dodge. When Criella is hit with an attack from an
Languages Common, Infernal, Thieves’ Cant attacker that she can see, she can halve the attack’s damage.
Challenge 5 (1,800 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Criella can deal an extra 8d6 damage to Studded leather armor, shortsword, dagger, 5 throwing knives,
one creature she hits with an attack if she has advantage on the ragged clothes, skeleton key of Karn Ithel
attack roll. The attack must use a finesse 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.
Blindsense. If Criella is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Criella can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Criella is subjected to an effect 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.
Expertise (Deception, Perception, Sleight of Hand, Stealth).
Criella doubles her proficiency bonus to checks with her
Expertise skills.
Infernal Legacy. Criella can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as her spellcasting modifier (spell save DC 18). Once she casts a
spell, she can’t cast it again until she completes a long rest.
Reliable Talent. When Criella makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Criella has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Use Magic Device. Criella ignores all class, race, and level
requirements for the use of magic items.

30
Supreme Sneak. Criella has advantage on Stealth checks if she
Criella (Level 20) moves no more than half her speed on the same turn.
Medium humanoid (tiefling), chaotic good
Thief ’s Reflexes. Criella can take two turns during the first
Class Rogue (lvl 20) Armor Class 17 (std. leather) round of any combat. She takes her first turn at her normal
Background Urchin Hit Points 123 (20d8+20) initiative, and her second turn at her initiative minus 10. She
Occupation Thief Speed 30 ft. can’t use this feature when she is surprised.
STR DEX CON INT WIS CHA Use Magic Device. Criella ignores all class, race, and level
12 (+1) 20 (+5) 12 (+1) 15 (+2) 8 (–1) 20 (+5) requirements for the use of magic items.
Saving Throws Dexterity +11, Intelligence +8, Wisdom +5 Actions
Skills Acrobatics +11, Deception +17, Insight +5, Perception
+11, Sleight of Hand +17, Stealth +17; Tools Disguise Kit, Two-Weapon Fighting. When Criella makes a Shortsword attack,
Thieves’ Tools as a bonus action she can make a Dagger or Throwing Knife attack.
Damage Resistances fire On a hit, this attack deals 2 (1d4) piercing damage.
Senses darkvision 60 ft., passive Perception 21 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Languages Common, Infernal, Thieves’ Cant creature. Hit: 8 (1d6 + 5) slashing damage.
Challenge 6 (2,300 XP) Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Sneak Attack (1/turn). Criella can deal an extra 10d6 damage to Hit: 7 (1d4 + 5) piercing damage.
one creature she hits with an attack if she has advantage on the Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
attack roll. The attack must use a finesse or ranged weapon. She ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
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 Reactions
she doesn’t have disadvantage on the attack roll. Uncanny Dodge. When Criella is hit with an attack from an
Blindsense. If Criella is able to hear, she is aware of the location attacker that she can see, she can halve the attack’s damage.
of any hidden or invisible creatures within 10 feet of her.
City Secrets. Out of combat, Criella can lead a group between
Weapons, Armor & Items
any two points in the city she grew up in twice as fast as her Studded leather armor, shortsword, dagger, 5 throwing knives,
speed would allow. ragged clothes, skeleton key of Karn Ithel
Cunning Action. On her turn, as a bonus action, Criella can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Elusive. No attack roll can have advantage against Criella unless
she is incapacitated.
Evasion. When Criella is subjected to an effect 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.
Expertise (Deception, Perception, Sleight of Hand, Stealth).
Criella doubles her proficiency bonus to checks with her
Expertise skills.
Infernal Legacy. Criella can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as her spellcasting modifier (spell save DC 19). Once she casts a
spell, she can’t cast it again until she completes a long rest.
Reliable Talent. When Criella makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Stroke of Luck (Recharges after a Short or Long Rest). 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.

31
headache and a bit of wisdom if they’re lucky.
Elenor Ravenhair
Medium humanoid (human), chaotic good On occasion, Elenor plies her trade as an avenger for scorned and
wronged women; teaching unfaithful partners a quick lesson in
Class Rogue (lvl 1) Armor Class 15 (std. leather) humility, and those who would raise their hand to a woman some
Background Criminal Hit Points 8 (1d8) manners.
Occupation Highway Robber Speed 30 ft.
STR DEX CON INT WIS CHA
Personality Traits
9 (–1) 16 (+3) 11 (+0) 14 (+2) 13 (+1) 15 (+2) “That’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
Saving Throws Dexterity +5, Intelligence +4
to win their affections, Elenor is also quick to anger from the
Skills Acrobatics +5, Deception +4, Intimidation +4, Perception
slightest insult, often throwing a mug of ale in someone’s face or
+3, Sleight of Hand +7, Stealth +7; Tools Playing Cards, Thieves’
giving them a quick slap.
Tools
Senses passive Perception 13 Ideals
Languages Common, Dwarvish “He thinks he’s in control. How sweet.” She is a free woman, and
Challenge 1/4 (50 XP) intends to stay that way. No man has power over her; quite the
Sneak Attack (1/turn). Elenor can deal an extra 1d6 damage opposite is the case. Men who don’t watch after their valuables
to one creature she hits with an attack if she has advantage close enough can afford to lose them.
on the attack roll. The attack must use a finesse or ranged
weapon. She doesn’t need advantage on the attack roll Bonds
if another enemy of the target is within 5 feet of it, “I can never make amends for what I did.” Elenor fled the city
that enemy isn’t incapacitated, and she doesn’t have where she grew up after seducing and robbing the prince
disadvantage on the attack roll. of his signet ring. The con went wrong when instead of
Criminal Contact. Elenor has a contact in the simply falling into a deep sleep from his drugged wine,
criminal network, and can send and receive he slipped into a coma and died days later. She feels
messages to them through various means, even over terrible about having taken the young man’s life.
great distances.
Flaws
Expertise (Sleight of Hand, Stealth). Elenor
“Well aren’t you just perfection... Time to go.” Elenor
doubles her proficiency
is reckless, often putting herself into a seemingly
bonus to checks with her
impossible situation where there is no escape if
Expertise skills.
things don’t go exactly according to plan. From
Actions time to time she has regrets; she has even felt
herself beginning to feel something for her mark,
Two-Weapon Fighting. specifically the young handsome ones.
When Elenor makes a
Shortsword attack, as a bonus action Roleplaying Elenor
she can make a second Shortsword Addicted to the thrill of the con,
attack. On a hit, this attack deals 3 Elenor tempts unsuspecting men, but
(1d6) piercing damage. more often than not deserving men, into accepting
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., her company, then drugs them and robs them blind.
one creature. Hit: 6 (1d6 + 3) piercing damage. When she isn’t plotting her next scheme or picking her next mark,
Light Crossbow. Ranged Weapon Attack: +5 to hit, range she is spending money on all of the luxuries of life that she feels
80/320 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. she deserves.
She will always appear friendly and insist on joining a group of
Overview travelers. Once she is in, she sizes up each member of the group.
Elenor is a highly skilled temptress. She presents herself as a If she decides that one of them requires one of her “lessons” and
young, beautiful, naive companion who desperately needs the plans her con, it’s only a matter of time before she makes a move.
help of men. The reality is that she is both young and beautiful, but If forced to engage in combat, she is both agile and stealthy. Hiding
far from naïve. She is a highly calculating woman, who has made it in the shadows and striking at the most opportune moment, then
this far on her own, and intends to keep it that way. fleeing back to safety. She attacks with both of her twin blades,
Her marks are often too enamored with her and too drunk with maximizing her damage.
her compliments to realize that anything is amiss, welcoming her
“It doesn’t take much more than a smile and a wink
with hopes of romance or a night they’ll never forget. The romance
to relieve a man of his valuables, but a little poppy milk
is one sided, and they’ll never remember what happened in the
in his ale doesn’t hurt.”
night, waking to find themselves relieved of their coin purse and
jewelry in the morning. Their only souvenir will be a throbbing
Weapons, Armor & Items
2 shortswords, light crossbow, quiver, 20 bolts, studded leather
armor, 2 poppy milk vials, signet ring

32
Elenor Ravenhair (Level 4) A Fool and His Money
Medium humanoid (human), chaotic good The finest silk and lace swished round the ankles of women
dripping in jewels as they danced to the rousing tarantara of the
Class Rogue (lvl 4) Armor Class 16 (std. leather)
band. Their husbands stood in small clusters, sipping vintage wines
Background Criminal Hit Points 23 (4d8)
and feigning modesty at their latest investments and the excellent
Occupation Highway Robber Speed 30 ft.
marriages of their daughters. The scent of money and power oozed
STR DEX CON INT WIS CHA from every guest and Elenor was bored as all hell, though you
9 (–1) 18 (+4) 11 (+0) 14 (+2) 13 (+1) 15 (+2) wouldn’t know it to look at her.
Saving Throws Dexterity +6, Intelligence +4
She was commanding the attention of a group of bachelors at
Skills Acrobatics +6, Deception +4, Intimidation +4, Perception
the edge of the party, with a combination of her scintillating
+3, Sleight of Hand +8, Stealth +8; Tools Playing Cards, Thieves’
Tools conversation, dazzling smile and plunging neckline. She usually
Senses passive Perception 13 liked the edges of parties; away from the disapproving sneers of
Languages Common, Dwarvish old-money girls and directly in the throng of the desperately single
Challenge 1 (200 XP) (yet desperately wealthy) types too old or too timid or too drunk
Sneak Attack (1/turn). Elenor can deal an extra 2d6 damage to to be at the centre. They were always crying out for a siren in a
one creature she hits with an attack if she has advantage on the tight dress to make them forget about their pathetic existences. A
attack roll. The attack must use a finesse or ranged weapon. She particularly slimy half-elf kept ‘accidentally’ brushing against her,
doesn’t need advantage on the attack roll if another enemy of the but she paid him no heed.
target is within 5 feet of it, that enemy isn’t incapacitated, and Elenor would have left hours ago if not for the lone promising
she doesn’t have disadvantage on the attack roll. suitor across from her. Her flirtatious caresses on the knees and
Criminal Contact. Elenor has a contact in the criminal shoulders of those adjacent kept them interested, but her eyes
network, and can send and receive messages to them through across their table let him know her attention was his and the fool
various means, even over great distances. was eating out of her hand. It was just so easy. His insistence on
Cunning Action. On her turn, as a bonus action, Elenor can never letting a glass at the table remain empty had set him apart
take a Dash, Dodge, Disengage, Hide, or Use an Object action. from the middle-class social climbers. This one was rich, and
Alternatively, she can make a Sleight of Hand check or use her obviously not very attached to his money. She slipped her slender
thieves’ tools to disarm a trap or open a lock. foot out of her silk slipper and ran it up the inside of his thigh. He
Expertise (Sleight of Hand, Stealth). Elenor doubles her flushed under his starched collar. Three... two...
proficiency bonus to checks with her Expertise skills.
“Miss Elenor, would you care for a walk in the gardens?”
Second-Story Work. Elenor can climb without expending extra
movement. In addition, when she makes a running jump, the Show time.
distance she covers increases by 4 feet. *
Elenor, not for the first time, cursed the fashion for backless
Actions dresses and the insistence of attention-starved men to press her
Two-Weapon Fighting. When Elenor makes a Shortsword attack, against stone walls.
as a bonus action she can make a second Shortsword attack. On a
“I beg your pardon, Miss Elenor,” he was murmuring into her
hit, this attack deals 3 (1d6) piercing damage.
collar-bone while his hands groped inexpertly round her skirts.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one She didn’t mind men who babbled; they tended to reveal secrets.
creature. Hit: 7 (1d6 + 4) piercing damage. “I don’t mean to be... I’ve not usually the time... my orphanage
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., takes up so much of my attention and the rest of it I spend hearing
one creature. Hit: 8 (1d8 + 4) piercing damage. applicants for my grants… and you are so very beautiful, I -”
Weapons, Armor & Items A regular philanthropist. Damn. Elenor rolled her eyes, put one of
2 shortswords, light crossbow, quiver, 20 bolts, studded leather her elegant hands over his and the other raised a finger to his lips.
armor, 2 poppy milk vials, signet ring
“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. The slimy half-elf was passed out drunk, his chin lolling on
his chest, dampening his fine tailoring with drool. Her expert eyes
travelled over his prone figure to the gold chain poking out of his
ruffled collar. Maybe not a total waste of an evening, after all...

33
Elenor Ravenhair (Level 8) Actions
Medium humanoid (human), chaotic good Two-Weapon Fighting. When Elenor makes a Shortsword attack,
Class Rogue (lvl 8) Armor Class 17 (std. leather) as a bonus action she can make a second Shortsword attack. On a
Background Criminal Hit Points 43 (8d8) hit, this attack deals 3 (1d6) piercing damage.
Occupation Highway Robber Speed 30 ft. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
9 (–1) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 15 (+2) Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Dexterity +8, Intelligence +5
Skills Acrobatics +11, Deception +5, Intimidation +8, Reactions
Perception +4, Sleight of Hand +11, Stealth +11; Tools Playing
Uncanny Dodge. When Elenor is hit with an attack from an
Cards, Thieves’ Tools
attacker that she can see, she can halve the attack’s damage.
Senses passive Perception 14
Languages Common, Dwarvish Weapons, Armor & Items
Challenge 2 (450 XP) 2 shortswords, light crossbow, quiver, 20 bolts, studded leather
Sneak Attack (1/turn). Elenor can deal an extra 4d6 damage to armor, 2 poppy milk vials, signet ring
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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
Elenor in Your Game
she doesn’t have disadvantage on the attack roll. Elenor will, of course, attempt to seduce, drug, and steal
Criminal Contact. Elenor has a contact in the criminal valuables from any unwary player character. If the party’s
network, and can send and receive messages to them through intentions are obviously good, she may have reservations
various means, even over great distances. and submit to her conscience, but if they sway more towards
Cunning Action. On her turn, as a bonus action, Elenor can neutrality, she will, most-likely, try to befriend the party and
take a Dash, Dodge, Disengage, Hide, or Use an Object action. seek out the most easily manipulated among them as her target.
Alternatively, she can make a Sleight of Hand check or use her Evil parties, beware – Elenor will ruin those with ignoble
thieves’ tools to disarm a trap or open a lock. intentions simply for sport.
Evasion. When Elenor is subjected to an effect that allows her Quest Hook. After years of deliberation, Elenor decides she
to make a Dexterity saving throw to only take half damage, she must make amends to the family of the prince she accidentally
takes no damage on a successful saving throw and half damage killed, and gives the party the job of returning the prince’s signet
on a failed one. ring. Will the party keep Elenors secret, or alert the royal family
to Elenor’s accidental crime, risking their own implication?
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor doubles her proficiency bonus to checks with her
Expertise skills.
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 feet.

34
Elenor Ravenhair (Level 12) Actions
Medium humanoid (human), chaotic good Two-Weapon Fighting. When Elenor makes a Shortsword attack,
Class Rogue (lvl 12) Armor Class 17 (std. leather) as a bonus action she can make a second Shortsword attack. On a
Background Criminal Hit Points 75 (12d8 + 12) hit, this attack deals 3 (1d6) piercing damage.
Occupation Highway Robber Speed 30 ft. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
9 (–1) 20 (+5) 12 (+1) 16 (+3) 13 (+1) 16 (+3) Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Dexterity +9, Intelligence +7
Skills Acrobatics +13, Deception +7, Intimidation +11, Reactions
Perception +5, Sleight of Hand +13, Stealth +13; Tools Playing
Uncanny Dodge. When Elenor is hit with an attack from an
Cards, Thieves’ Tools
attacker that she can see, she can halve the attack’s damage.
Senses passive Perception 15
Languages Common, Dwarvish Weapons, Armor & Items
Challenge 4 (1,100 XP) 2 shortswords, light crossbow, quiver, 20 bolts, studded leather
Sneak Attack (1/turn). Elenor can deal an extra 6d6 damage to armor, 2 poppy milk vials, signet ring
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
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.
Cunning Action. On her turn, as a bonus action, Elenor can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Elenor is subjected to an effect 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.
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor doubles her proficiency bonus to checks with her
Expertise skills.
Reliable Talent. When Elenor makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Elenor has advantage on Stealth checks if she
moves no more than half her speed on the same turn.

35
Elenor Ravenhair (Level 16) Actions
Medium humanoid (human), chaotic good Two-Weapon Fighting. When Elenor makes a Shortsword attack,
Class Rogue (lvl 16) Armor Class 17 (std. leather) as a bonus action she can make a second Shortsword attack. On a
Background Criminal Hit Points 99 (16d8 + 16) hit, this attack deals 3 (1d6) piercing damage.
Occupation Highway Robber Speed 30 ft. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
9 (–1) 20 (+5) 12 (+1) 18 (+4) 13 (+1) 16 (+3) Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Dexterity +10, Intelligence +9, Wisdom +6
Skills Acrobatics +15, Deception +8, Intimidation +13, Reactions
Perception +6, Sleight of Hand +15, Stealth +15; Tools Playing
Uncanny Dodge. When Elenor is hit with an attack from an
Cards, Thieves’ Tools
attacker that she can see, she can halve the attack’s damage.
Senses passive Perception 16
Languages Common, Dwarvish Weapons, Armor & Items
Challenge 5 (1,800 XP) 2 shortswords, light crossbow, quiver, 20 bolts, studded leather
Sneak Attack (1/turn). Elenor can deal an extra 8d6 damage to armor, 2 poppy milk vials, signet ring
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
Blindsense. If Elenor is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
Criminal Contact. Elenor has a contact in the criminal
network, and can send and receive messages to them through
To my beautiful Elenor,
various means, even over great distances. I must apologize for my behavior. So
enraptured was I by your company,
Cunning Action. On her turn, as a bonus action, Elenor can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
I must have overindulged on the fine
Evasion. When Elenor is subjected to an effect that allows her bottle of 1756 red I brought you, for
I do not remember a thing from after
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.
our meal!
I hope beyond hope that my conduct,
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor doubles her proficiency bonus to checks with her

whatever it may have been, was not


Expertise skills.
Reliable Talent. When Elenor makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
offensive to your delicate feminine
Second-Story Work. Elenor can climb without expending extra sensibilities.
movement. In addition, when she makes a running jump, the
distance she covers increases by 5 feet. Perhaps if we could but meet again,
Supreme Sneak. Elenor has advantage on Stealth checks if she I could atone? Though advanced in
years ,I can assure you I have lost
moves no more than half her speed on the same turn.
Use Magic Device. Elenor ignores all class, race, and level
requirements for the use of magic items. none of my passion, nor virility.
I await your answer with a deep and
needful longing.
Your loving
L

36
Elenor Ravenhair (Level 20) Actions
Medium humanoid (human), chaotic good Two-Weapon Fighting. When Elenor makes a Shortsword attack,
Class Rogue (lvl 20) Armor Class 17 (std. leather) as a bonus action she can make a second Shortsword attack. On a
Background Criminal Hit Points 123 (20d8 + 20) hit, this attack deals 3 (1d6) piercing damage.
Occupation Highway Robber Speed 30 ft. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
9 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 16 (+3) Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Dexterity +11, Intelligence +11, Wisdom +7
Skills Acrobatics +17, Deception +9, Intimidation +15, Reactions
Perception +7, Sleight of Hand +17, Stealth +17; Tools Playing
Uncanny Dodge. When Elenor is hit with an attack from an
Cards, Thieves’ Tools
attacker that she can see, she can halve the attack’s damage.
Senses passive Perception 17
Languages Common, Dwarvish Weapons, Armor & Items
Challenge 6 (2,300 XP) 2 shortswords, light crossbow, quiver, 20 bolts, studded leather
Sneak Attack (1/turn). Elenor can deal an extra 10d6 damage to armor, 2 poppy milk vials, signet ring
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
Blindsense. If Elenor is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Elenor can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Elusive. No attack roll can have advantage against Elenor unless
she is incapacitated.
Evasion. When Elenor is subjected to an effect 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.
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor doubles her proficiency bonus to checks with her
Expertise skills.
Reliable Talent. When Elenor makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Stroke of Luck (Recharges after a Short or Long Rest). 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.
Supreme Sneak. Elenor has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Thief ’s Reflexes. Elenor can take two turns during the first
round of any combat. She takes her first turn at her normal
initiative, and her second turn at her initiative minus 10. She
can’t use this feature when she is surprised.
Use Magic Device. Elenor ignores all class, race, and level
requirements for the use of magic items.

37
Mardren Mar had never been conflicted before. Moira was so
Mardren Mar good, kind and gentle – how could she love a petty thug? Resigned
Medium humanoid (human), neutral good
to turn things around, he made good on his lie and signed up with
Class Fighter (lvl 1) Armor Class 16 (chainmail) the watch the very next day. Now he’s their man on the inside,
Background Criminal Hit Points 9 (1d10 – 1) hoping desperately that he will make himself invaluable, be able to
Occupation Watchman Speed 30 ft. turn his back on the gang (or what’s left of it afterwards), and start
STR DEX CON INT WIS CHA a new life with his beloved Moira.
15 (+2) 12 (+1) 9 (–1) 11 (+0) 14 (+2) 16 (+3) Personality Traits
Saving Throws Strength +4, Constitution +1 “Play dumb, and you’ll be amazed at what people will let slip.”
Skills Deception +5, Insight +4, Intimidation +5, Perception +4 Mardren has perfected playing the thug in front of the rest of the
Senses passive Perception 14; Tools Dice, Thieves’ Tools gang. He’ll hang back in proceedings, letting others make the
Languages Common, Thieves’ Cant decisions and quietly gather evidence against them.
Challenge 1/2 (100 XP)
Criminal Contact. Mardren has a contact in the criminal Ideals
network, and can send and receive messages to them “I’ll leave this place in a better shape than I made it.” Mardren hopes
through various means, even over great distances. to find redemption in what he does, and strives to be a better
Fighting Style (Two-Weapon Fighting). Mardren may man than he is expected to be.
add his ability modifier to damage rolls with his
offhand weapon.
Bonds
“Everything I do is for Moira. She must never know.”
Second Wind (Recharges after a Short or Long
Mardren truly and deeply loves Moira. He would never
Rest). On his turn Mardren can use a bonus
risk exposing his past to her, unless it was to save her
action to regain 1d10 + 1 hit points.
from it.
Actions
Flaws
Two-Weapon Fighting. When Mardren makes “You can make a decent living as a crook. Maybe
a melee attack, as a bonus action he can make it suited me better.” In his weaker moments,
an attack with his other weapon. Mardren remembers just how easy and
Scimitar. Melee Weapon Attack: +4 to hit, uncomplicated his life was back when he was just
reach 5 ft., one creature. Hit: 5 (1d6 + 2) a petty thug.
slashing damage.
Shortsword. Melee Weapon Attack: +4 to hit,
Roleplaying Mardren
reach 5 ft., one creature. Hit: 5 (1d6 + 2) Mardren’s life is dangerous; he spends his days
surrounded by violent criminals he is actively
piercing damage.
working against. As much as he’s trying to
Overview make the world a better place, and himself
Mardren Mar had never been a man of ambition. a better man, he’s no fool; he knows that if
A gang member of relative unimportance, he he refuses an order or argues against the
drifted through life job by job – roughing up gang’s course of action he’ll be found out.
those who owed debts, running security, and the If possible though, he will try to lessen the
odd smash-and-grab burglary. Accepting his lot impact of his criminal actions; perhaps
in life, he was content if not happy. a family’s hidden strongbox will prove
“impossible to find” or the protection money he collects
That was until the gang saw an opportunity to ‘persuade’
might be “stolen” on his way back.
the stablemaster to hire them for protection and to
keep competition away. Mardren flexed his “Get lost now, and we’ll say no more about it.
muscles, ambled through the yard into the barn You’re lucky it’s me on lookout.”
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. After he’d Weapons, Armor & Items
stared for longer than is polite, Moira asked what his business was Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
with her. Instantly panicked and flustered, Mardren lied that he was waterproof cloak, horse brush, set of dice, 22cp,
a member of the city watch, come to check that all was well after 6sp, 2gp
hearing rumors she may be at risk from criminal activities. Moira
smiled, assured him she was just fine, and asked if he’d like to help
her water the horses. Mardren didn’t return to the gang that night.

38
Mardren Mar (Level 4) Love Thy Neighbor
Medium humanoid (human), neutral good Mardren Mar had never felt as nervous as he did right at this moment.
Class Fighter (lvl 4) Armor Class 16 (chainmail) It wasn’t the job; the Watch had asked him to accompany a few
Background Criminal Hit Points 28 (4d10) of the Jackdaws on a simple breaking and entering job, the kind
Occupation Watchman Speed 30 ft. of thing he’d done a hundred times before. The owners of the
property were already aware that the thugs were coming and
STR DEX CON INT WIS CHA would ‘call the guards’ (on standby round the corner) when they
16 (+3) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 16 (+3) heard three taps on their stair, catching the gang red-handed while
Saving Throws Strength +5, Constitution +2 Mardren ‘managed to escape’ out the back door.
Skills Deception +5, Insight +4, Intimidation +5, Perception +4; No, the job was fine. Fool-proof. What he wasn’t aware of when he
Tools Dice, Thieves’ Tools agreed to the plan was the target of the job. Artash the blacksmith:
Senses passive Perception 14 friend—and next-door-neighbor—to Moira Forrest.
Languages Common, Thieves’ Cant Mardren snuck a glance over his shoulder at the curtains drawn
Challenge 1 (200 XP) across the window of the dark room that he knew Moira must be
Action Surge (Recharges after a Short or Long Rest). Mardren sleeping soundly in. As long as that room stayed dark he knew it
can take an additional action onhis turn in addition to his would be alright. The job would go as planned and tomorrow he
normal action and possible bonus action. could visit and proudly regale her with a tale of the night’s raid,
Criminal Contact. Mardren has a contact in the criminal creatively withholding his true role in the proceedings… Mardren
network, and can send and receive messages to them through fingered the tiny wooden box in his pocket and thought of the
various means, even over great distances. delight in her eyes as he dropped to his knee...
Fighting Style (Two-Weapon Fighting). Mardren may add his No. Don’t think about that now. Concentrate on the job. Quicker it
ability modifier to damage rolls with his offhand weapon. gets done, quicker I can get out of here.
Improved Critical. Mardren scores critical hits on rolls of 19 and 20. Mardren’s musings were interrupted by the click of a lock. The
Second Wind (Recharges after a Short or Long Rest). On his ‘daws were in. The successful fingersmith gave a triumphant, burly
turn Mardren can use a bonus action to regain 1d10 + 4 hit yell and grasped the hand of his nearest companion.
points. 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
Actions be alright…
Two-Weapon Fighting. When Mardren makes a melee attack, as a “Oi! What are you lot doing there?” A staggering figure emerged
bonus action he can make an attack with his other weapon. from the other end of the street and started towards the gang. The
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. tavern must have kicked out early tonight.
Hit: 6 (1d6 + 3) slashing damage. This isn’t part of the plan…
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Mardren’s head was swimming now. The gang were spooked too
creature. Hit: 6 (1d6 + 3) piercing damage. and were looking frantically at each other, desperately wanting
someone else to decide whether to carry on or run. Mardren
Weapons, Armor & Items
couldn’t bear another second.
Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
“Bail! Run!”
waterproof cloak, horse brush, set of dice, 22cp,
16sp, 2gp The gang turned on their heels and fled. Mardren, so intent on
being far away, didn’t notice the lone candle flicker into life in an
upstairs window…

39
Mardren Mar (Level 8) Actions
Medium humanoid (human), neutral good Multiattack. Mardren makes two weapon attacks. Additionally, as
Class Fighter (lvl 8) Armor Class 16 (chainmail) a bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 52 (8d10) Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Occupation Watchman Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 16 (+3) creature. Hit: 8 (1d6 + 5) piercing damage.
Saving Throws Strength +8, Constitution +3 Weapons, Armor & Items
Skills Deception +6, Insight +5, Intimidation +6, Perception +5; Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
Tools Dice, Thieves’ Tools waterproof cloak, horse brush, set of dice, 22cp,
Senses passive Perception 15 30sp, 4gp
Languages Common, Thieves’ Cant
Challenge 3 (700 XP)
Action Surge (Recharges after a Short or Long Rest). Mardren Mardren in Your Game
can take an additional action onhis turn in addition to his
normal action and possible bonus action. Mardren could add an interesting wrinkle to an otherwise standard
Criminal Contact. Mardren has a contact in the criminal bandit lair. Perhaps he pretends to attack the party with the other
network, and can send and receive messages to them through thugs, discreetly making his good intentions known to them
various means, even over great distances. without blowing his cover, and letting them in on some important
information about the gang after the melee. But will the party trust
Fighting Style (Two-Weapon Fighting). Mardren may add his
him?
ability modifier to damage rolls with his offhand weapon.
Quest Hook. After a melee, which results in Mardren and a few
Improved Critical. Marden scores critical hits on rolls of 19
other survivors from the gang fleeing from the party, a player
and 20.
character discovers a note on their person (planted there by
Remarkable Athlete. Mardren can add half his proficiency Mardren during the fight) addressed to his “Uncle”. This is a
bonus (+2) to any Strength, Dexterity, or Constitution check coded letter, warning the guard that the gang are starting to
that doesn’t already use his proficiency bonus. Additionally, the suspect him and the guard must act quickly to save him, but do
distance Mardren covers with a running long jump increases by the party have the wits to find the letter’s intended recipient?
5 feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Mardren can use a bonus action to regain 1d10 + 8 hit
points.

40
Mardren Mar (Level 12) Actions
Medium humanoid (human), neutral good Multiattack. Mardren makes three weapon attacks. Additionally,
Class Fighter (lvl 12) Armor Class 17 (chainmail) as a bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 76 (12d10) Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Occupation Watchman Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
20 (+5) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 18 (+4) creature. Hit: 8 (1d6 + 5) piercing damage.
Saving Throws Strength +9, Constitution +4 Weapons, Armor & Items
Skills Deception +8, Insight +6, Intimidation +8, Perception +6; Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
Tools Dice, Thieves’ Tools waterproof cloak, horse brush, set of dice, 40sp, 15gp
Senses passive Perception 16
Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)
Action Surge (Recharges after a Short or Long Rest). Mardren
can take an additional action onhis turn in addition to his
normal action and possible bonus action.
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 (Defense). Mardren adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Improved Critical. Mardren scores critical hits on rolls of 19
and 20.
Indomitable (1/day). Mardren can reroll a failed saving throw.
Remarkable Athlete. Mardren can add half his proficiency
bonus (+2) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Mardren covers with a running long jump increases by
5 feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Mardren can use a bonus action to regain 1d10 + 12 hit
points.

41
Mardren Mar (Level 16) Actions
Medium humanoid (human), neutral good Multiattack. Mardren makes three weapon attacks. Additionally,
Class Fighter (lvl 16) Armor Class 17 (chainmail) as a bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 116 (16d10 + 16) Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Occupation Watchman Speed 30 ft. creature. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
20 (+5) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 20 (+5) creature. Hit: 8 (1d6 + 5) piercing damage.
Saving Throws Strength +10, Constitution +6 Weapons, Armor & Items
Skills Deception +10, Insight +7, Intimidation +10, Perception +7; Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
Tools Dice, Thieves’ Tools waterproof cloak, horse brush, set of dice, 120sp, 50gp
Senses passive Perception 17
Languages Common, Thieves’ Cant
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). Mardren
can take an additional action onhis turn in addition to his
normal action and possible bonus action.
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 (Defense). Mardren adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Indomitable (2/day). Mardren can reroll a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). On his
turn Mardren can use a bonus action to regain 1d10 + 16 hit
points.
Remarkable Athlete. Mardren can add half his proficiency
bonus (+3) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Mardren covers with a running long jump increases by
5 feet. Uncle,
Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
The blackbirds have
made a nest by the
the end of the gard pond at
en. There are man
around, but 5 or 6 y flying
are always in the n
est.
I’ve not seen the big
crow for 3 weeks now
I think he’s left the .
garden after your
attacked him and is dog
looking for food on
road. I’ll let you kn the
ow when I see him a
gain.

42
Mardren Mar (Level 20) Actions
Medium humanoid (human), neutral good Multiattack. Mardren makes four weapon attacks. Additionally, as
Class Fighter (lvl 20) Armor Class 17 (chainmail) a bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 164 (20d10 + 40) Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Occupation Watchman Speed 30 ft. creature. Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
20 (+5) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 20 (+5) creature. Hit: 8 (1d6 + 5) piercing damage.
Saving Throws Strength +11, Constitution +8 Weapons, Armor & Items
Skills Deception +11, Insight +8, Intimidation +11, Perception +8; Chainmail, blade of Vasim Tell’ani, shortsword, common clothes,
Tools Dice, Thieves’ Tools waterproof cloak, horse brush, set of dice,
Senses passive Perception 18 120sp, 140gp
Languages Common, Thieves’ Cant
Challenge 7 (2,900 XP)
Action Surge (2/day: Recharges after a Short or Long Rest).
Mardren can take an additional action onhis turn in addition to
his normal action and possible bonus action.
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 (Defense). Mardren adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Indomitable (3/day). Mardren can reroll a failed saving throw.
Remarkable Athlete. Mardren can add half his proficiency
bonus (+3) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Mardren covers with a running long jump increases by
5 feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Mardren can use a bonus action to regain 1d10 + 20 hit
points.
Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of his turns, if Mardren has
81 or fewer hit points, he regains 7 hit points. He does not gain
this benefit if he has 0 hit points.

43
blind. It’s for the greater good.
Natterjack
Small humanoid (forest gnome), chaotic good In these situations, Natterjack will typically use illusions to
appear to be performing alongside Tam, while approaching the
Class Bard (lvl 1) Armor Class 13 mark either invisibly or disguised. If discovered, he’ll attempt to
Background Entertainer Hit Points 9 (1d8 + 1) embark on a fast-paced, rambling explanation as to the nature of
Occupation Musician Speed 25 ft. this “misunderstanding”. Until the point at which he is physically
STR DEX CON INT WIS CHA dragged away to safety by Tam, he will think his deception going
10 (+0) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 15 (+2) really well. It is never going really well…
Saving Throws Dexterity +5, Charisma +4 Natterjack’s wiry white hair has a mind of its own and erupts
Skills Acrobatics +5, Perception +3, Performance +4, Sleight of from his scalp seemingly in random directions, his right ear is
Hand +5, Stealth +5; Tools Disguise Kit, Pipe and Tabor mangled and partially missing but, as if to make up for it, his left is
Senses darkvision 60 ft., passive Perception 13 particularly pointed. When performing, he plays the pipe with one
Languages Common, Gnomish hand and beats a tabor (rivalling himself in size) with the other.
Challenge 1/4 (50 XP)
Personality Traits
Bardic Inspiration (3/day). Netterjack can use his “Everything will work out in the end. No idea how, but I’m sure it
bonus action to give a creature within 60 feet his will.” Natterjack is a bit clueless, but bumbles along happily in
Bardic Inspiration die. Once within the next his own way, convinced that all will be well.
10 minutes the creature can roll 1d6 and add
the number rolled to one ability check, attack Ideals
roll, or saving throw it makes. “You’ve got to be fair. That’s why I only steal a little from a
By Popular Demand. Natterjack can always lot and a lot from a little.” If Natterjack didn’t think
find a place to perform, and can expect free what he was doing would somehow help people,
food and lodging at the venue for each he wouldn’t do it.
performance day.
Bonds
Gnome Cunning. Natterjack has advantage
“My friends are everything to me. For one thing,
on all Intelligence, Wisdom, and Charisma
they tell me when it’s time to stop talking
saving throws against magic.
and run away.” Natterjack is genuinely
Natural Illusionist. Natterjack knows the unaware of just how many times his
minor illusion cantrip, using Intelligence friends have saved his backside, but he
as his spellcasting modifier (spell save DC knows enough to
10). be grateful.
Speak with Small Beasts. Natterjack can
communicate simple ideas with Small or Flaws
smaller beasts. “Everyone’s got a bit of good in them. If I
Spellcasting. Natterjack is a 1st-level spellcaster. can appeal to that, I can talk anyone down.
His spellcasting ability is Charisma (spell save Thus far, I have been unsuccessful, but next
DC 12, +4 to hit with spell attacks). He knows the time...” Natterjack doesn’t learn from his mistakes.
following bard spells: Ever.
Cantrips: mage hand, minor illusion, prestidigitation Roleplaying Natterjack
1st level (2 slots): charm person, cure wounds, disguise
Natterjack is relentlessly optimistic; he was attacked by
self, silent image
a mastiff once, he was just thankful it wasn’t a tiger,
Actions besides, he had two ears so he could afford to lose one.
He fundamentally believes that there is good in everyone
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. and that, deep down, most people have good intentions. This has
Hit: 5 (1d4 + 3) slashing damage. 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
Overview
him out of the fire.
Suspicious. Cautious. Realistic. None of these words could be
Natterjack has never been particularly rich; he is terrible with
used to describe Natterjack. He and Tam Fletcher (p.56) tour
money and far too susceptible to small luxuries, such as fine
alehouses, particularly those by the docks, with their musical
clothes or his solid silver beard curling iron.
double act. While Tam plucks strings, Natterjack picks pockets,
and the patrons are too drunk and distracted to take notice at the “There was a spider in your coin pouch! Surely you don’t mind me
loss of a few coppers. Natterjack takes great pains to be equal in trying to get rid of it for you?”
this thievery, taking a similar and small amount from each patron’s
purse. On occasion, however, Tauberel (p.62), the leader of the Weapons, Armor & Items
Purse Cutters thieves’ guild, will point out a particularly wealthy Drum chest, pipe, whip, performing clothes, fine clothes, silver
and dangerous target; perhaps a newly arrived slave catcher or a curling iron, 14cp, 12sp
corrupt noble’s relative and in these cases, Natterjack robs them

44
Natterjack (Level 4) Weapons, Armor & Items
Small humanoid (forest gnome), chaotic good Drum chest, pipe, whip, performing clothes, fine clothes, silver
Class Bard (lvl 4) Armor Class 13 curling iron, 14cp, 12sp, 10gp
Background Entertainer Hit Points 31 (4d8 + 8)
Occupation Musician Speed 25 ft. Band Together
STR DEX CON INT WIS CHA Natterjack made a promise to no one in particular that he would
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3) most definitely never ever ever do something this ridiculous
again, but had to dismiss the thought as quickly as it came as it
Saving Throws Dexterity +5, Charisma +5
was getting in the way of thinking about running. If he stopped
Skills Acrobatics +5, Perception +3, Performance +7, Sleight of
thinking about running then perhaps he would stop running and
Hand +7, Stealth +5; Tools Disguise Kit, Pipe and Tabor
then he would find himself in the custody of very cross-looking
Senses darkvision 60 ft., passive Perception 13
men who he definitely shouldn’t have decided wouldn’t miss a coin
Languages Common, Gnomish
or two of their ill-gotten gains. He wasn’t running anywhere in
Challenge 1/2 (100 XP)
particular, but knew that the running part was a priority right now.
Bardic Inspiration (3/day). Netterjack can use his bonus action
to give a creature within 60 feet his Bardic Inspiration die. Once A shout drew his attention as he hopped and skipped and puffed
within the next 10 minutes the creature can roll 1d6 and add the between ramshackle tenements in tumbledown alleys. Swerving
number rolled to one ability check, attack roll, or saving throw it sharply (a manoeuvre sure to outfox his witless pursuers), he
makes. stumbled towards the noise.
By Popular Demand. Natterjack can always find a place to A small boy of eight or nine (or twenty - Natterjack could never
perform, and can expect free food and lodging at the venue for tell with big folk) was crouched over a very battered looking
each performance day. mandolin, which sounded reluctant to remain in tune. Although
Expertise (Perform, Sleight of Hand). Natterjack doubles his absorbed in trying to coax a tune out of the unwilling strings just
proficiency bonus to checks with his Expertise skills. seconds before, the child promptly abandoned the instrument,
Gnome Cunning. Natterjack has advantage on all Intelligence, beckoned with a skinny, grubby hand, and darted through what
Wisdom, and Charisma saving throws against magic. must have been a front-door. By virtue of being a better alternative
than his current plan (none), Natterjack followed, taking one last
Jack of all Trades. Natterjack can add half his proficiency peek over his shoulder.
bonus, rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus. Inside the single, cramped room was a huge assortment of musical
Natural Illusionist. Natterjack knows the minor illusion cantrip, instruments of every shape, size and style covering every wall
using Intelligence as his spellcasting modifier (spell save DC 10). and surface. Someone was clearly a collector, although every item
appeared well-used and worn. Against the back wall, beneath a
Song of Rest. During a short rest, when Natterjack or any
poster depicting a woman surrounded by children playing a variety
friendly creature who can hear him regains hit points by
of instruments (‘Book now to avoid disappointment!’), stood a
spending Hit Dice, each creature regains an additional 1d6 hit
drum, once brightly painted, now faded, over half Natterjack’s size
points.
in both height and width. The boy gestured to the drum, turning
Speak with Small Beasts. Natterjack can communicate simple it slightly and revealing the back skin, which had come away
ideas with Small or smaller beasts. completely on one side. He grinned and pointed and Natterjack
Spellcasting. Natterjack is a 4th-level spellcaster. His realised that the boy expected him to climb inside.
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
His protest had almost reached his lips when the unmistakable
spell attacks). He knows the following bard spells:
sound of several pairs of boots (worn by very cross men who by
Cantrips: friends, mage hand, minor illusion, prestidigitation now, it was clear, very much missed a coin or two of their ill-
1st level (4 slots): charm person, cure wounds, disguise self, gotten gains) entered the alley, leaving Natterjack no choice but to
silent image awkwardly clamber inside. Definitely never ever, he thought.
2nd level (3 slots): calm emotions, invisibility, suggestion The boots, and the feet they belonged to, went as quickly as they
Actions came and, minutes later, the boy’s grinning face appeared at the
drumskin. Natterjack tumbled out, brushing dust out of his beard.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
“Thank you, my lad. Could have been tricky, that one...” He
Hit: 5 (1d4 + 3) slashing damage.
caught himself, and tried to act casual by removing a waxy build
Reactions 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?”
Cutting Words. When a creature that Natterjack can see within
60 feet of him makes an attack roll, ability check, or damage roll, “Tom, mister. Tom Fletcher.”
he can expend one of his uses of Bardic Inspiration to roll 1d6 and “Well, Tam,” Natterjack smiled absentmindedly, rapping his
subtract the number rolled from the creature’s roll. He can choose fingers against the old drumskin and tossing the boy a coin out of
to use this feature after the creature makes its roll but before it is his patched pocket, “I think you and I are going to be fast friends.”
determined whether the attack roll or ability check succeeds or
Well, perhaps not ever, ever.
fails, or before the creature deals its damage.

45
Natterjack (Level 8) Actions
Small humanoid (forest gnome), chaotic good Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Class Bard (lvl 8) Armor Class 13 Hit: 5 (1d4 + 3) slashing damage.
Background Entertainer Hit Points 59 (8d8 + 16) Countercharm. Natterjack starts a performance that lasts until his
Occupation Musician Speed 25 ft. next turn. During that time, he and any friendly creature within
30 feet of him have advantage on saving throws against being
STR DEX CON INT WIS CHA
frightened or charmed.
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 18 (+4)
Saving Throws Dexterity +6, Charisma +7 Reactions
Skills Acrobatics +6, Perception +4, Performance +10, Sleight of Cutting Words. When a creature that Natterjack can see within
Hand +9, Stealth +6; Tools Disguise Kit, Pipe and Tabor 60 feet of him makes an attack roll, ability check, or damage roll,
Senses darkvision 60 ft., passive Perception 14 he can expend one of his uses of Bardic Inspiration to roll 1d8 and
Languages Common, Gnomish subtract the number rolled from the creature’s roll. He can choose
Challenge 2 (450 XP) to use this feature after the creature makes its roll but before it is
Bardic Inspiration (4/day: Recharges after a Short of Long determined whether the attack roll or ability check succeeds or
Rest). Netterjack can use his bonus action to give a creature fails, or before the creature deals its damage.
within 60 feet his Bardic Inspiration die. Once within the next
Weapons, Armor & Items
10 minutes the creature can roll 1d8 and add the number rolled
Drum chest, pipe, whip, performing clothes, fine clothes, silver
to one ability check, attack roll, or saving throw it makes.
curling iron, 14cp, 42sp, 10gp
By Popular Demand. Natterjack can always find a place to
perform, and can expect free food and lodging at the venue for
each performance day.
Expertise (Perform, Sleight of Hand). Natterjack doubles his Natterjack in Your Game
proficiency bonus to checks with his Expertise skills. The party will most likely find Natterjack performing - or, at
Gnome Cunning. Natterjack has advantage on all Intelligence, least, appearing to perform - in a tavern with Tam Fletcher. If
Wisdom, and Charisma saving throws against magic. introduced via Tam or Tauberel, Natterjack will be a stalwart
Jack of all Trades. Natterjack can add half his proficiency bonus, ally, and will be happy to lend his aid to the party on any
rounded down (+1), to any ability check he makes that doesn’t business benefiting the Purse Cutters. If not, he is likely to be
already include his proficiency bonus. introduced by means of his hand in someone else’s pocket (an
Natural Illusionist. Natterjack knows the minor illusion cantrip, honest mistake, of course).
using Intelligence as his spellcasting modifier (spell save DC 11). Quest Hook. The party are hired by the guard to investigate
Song of Rest. During a short rest, when Natterjack or any a spate of mysterious thefts in local taverns. All of the crimes
friendly creature who can hear him regains hit points by appear to have targeted less than savory characters, and taken
spending Hit Dice, each creature regains an additional 1d6 hit place while the same two musicians were playing, and the
points. guard suspects a third party is involved (they do not know that
Natterjack is using illusions to play and pick pockets at the
Speak with Small Beasts. Natterjack can communicate simple
same time).
ideas with Small or smaller beasts.
Spellcasting. Natterjack is a 8th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). He knows the following bard spells:
Cantrips: friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, cure wounds, disguise self,
silent image
2nd level (3 slots): calm emotions, invisibility, mirror image,
suggestion
3rd level (3 slots): feign death, hypnotic pattern, major image
4th level (2 slots): freedom of movement, greater invisibility

46
Natterjack (Level 12) Actions
Small humanoid (forest gnome), chaotic good Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Class Bard (lvl 12) Armor Class 13 Hit: 5 (1d4 + 3) slashing damage.
Background Entertainer Hit Points 87 (12d8 + 24) Countercharm. Aticus starts a performance that lasts until his
Occupation Musician Speed 25 ft. next turn. During that time, he and any friendly creature within
30 feet of him have advantage on saving throws against being
STR DEX CON INT WIS CHA
frightened or charmed.
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 20 (+5)
Saving Throws Dexterity +7, Charisma +9 Reactions
Skills Acrobatics +11, Perception +5, Performance +13, Sleight Cutting Words. When a creature that Natterjack can see within 60
of Hand +11, Stealth +11; Tools Disguise Kit, Pipe and Tabor feet of him makes an attack roll, ability check, or damage roll, he
Senses darkvision 60 ft., passive Perception 15 can expend one of his uses of Bardic Inspiration to roll 1d10 and
Languages Common, Gnomish subtract the number rolled from the creature’s roll. He can choose
Challenge 3 (700 XP) to use this feature after the creature makes its roll but before it is
Bardic Inspiration (5/day: Recharges after a Short of Long determined whether the attack roll or ability check succeeds or
Rest). Netterjack can use his bonus action to give a creature fails, or before the creature deals its damage.
within 60 feet his Bardic Inspiration die. Once within the next
Weapons, Armor & Items
10 minutes the creature can roll 1d10 and add the number rolled
Drum chest, pipe, whip, performing clothes, fine clothes, silver
to one ability check, attack roll, or saving throw it makes.
curling iron, 50sp, 12gp
By Popular Demand. Natterjack can always find a place to
perform, and can expect free food and lodging at the venue for
each performance day.
Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).
Natterjack doubles his proficiency bonus to checks with his
Expertise skills.
Gnome Cunning. Natterjack has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Jack of all Trades. Natterjack can add half his proficiency bonus,
rounded down (+2), to any ability check he makes that doesn’t
already include his proficiency bonus.
Natural Illusionist. Natterjack knows the minor illusion cantrip,
using Intelligence as his spellcasting modifier (spell save DC 12).
Song of Rest. During a short rest, when Natterjack or any
friendly creature who can hear him regains hit points by
spending Hit Dice, each creature regains an additional 1d8 hit
points.
Speak with Small Beasts. Natterjack can communicate simple
ideas with Small or smaller beasts.
Spellcasting. Natterjack is a 12th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 17, +9 to hit with
spell attacks). He knows the following bard spells:
Cantrips: friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, cure wounds, disguise self,
silent image
2nd level (3 slots): calm emotions, invisibility, mirror image,
suggestion
3rd level (3 slots): feign death, hypnotic pattern, major image
4th level (3 slots): confusion, freedom of movement, greater
invisibility
5th level (2 slots): mislead, modify memory, passwall, seeming
6th level (1 slot): programmed illusion

47
Spellcasting. Natterjack is a 16th-level spellcaster. His
Natterjack (Level 16) spellcasting ability is Charisma (spell save DC 18, +10 to hit with
Small humanoid (forest gnome), chaotic good
spell attacks). He knows the following bard spells:
Class Bard (lvl 16) Armor Class 13 Cantrips: friends, mage hand, minor illusion, prestidigitation
Background Entertainer Hit Points 115 (16d8 + 32)
1st level (4 slots): charm person, cure wounds, disguise self,
Occupation Musician Speed 25 ft.
silent image
STR DEX CON INT WIS CHA 2nd level (3 slots): calm emotions, invisibility, suggestion
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 20 (+5)
3rd level (3 slots): feign death, hypnotic pattern, major image
Saving Throws Dexterity +8, Charisma +10 4th level (3 slots): confusion, freedom of movement, greater
Skills Acrobatics +13, Perception +6, Performance +15, Sleight invisibility
of Hand +13, Stealth +13; Tools Disguise Kit, Pipe and Tabor
5th level (2 slots): mislead, modify memory, passwall, seeming
Senses darkvision 60 ft., passive Perception 16
Languages Common, Gnomish 6th level (1 slot): programmed illusion, true seeing
Challenge 5 (1,800 XP) 7th level (1 slot): mirage arcane, project image, simulacrum
Bardic Inspiration (5/day: Recharges after a Short of Long 8th level (1 slot): clone, glibness, mind blank
Rest). Netterjack can use his bonus action to give a creature Actions
within 60 feet his Bardic Inspiration die. Once within the next
10 minutes the creature can roll 1d12 and add the number rolled Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
to one ability check, attack roll, or saving throw it makes. Hit: 5 (1d4 + 3) slashing damage.
By Popular Demand. Natterjack can always find a place to Countercharm. Aticus starts a performance that lasts until his
perform, and can expect free food and lodging at the venue for next turn. During that time, he and any friendly creature within
each performance day. 30 feet of him have advantage on saving throws against being
frightened or charmed.
Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).
Natterjack doubles his proficiency bonus to checks with his Reactions
Expertise skills.
Cutting Words. When a creature that Natterjack can see within 60
Gnome Cunning. Natterjack has advantage on all Intelligence,
feet of him makes an attack roll, ability check, or damage roll, he
Wisdom, and Charisma saving throws against magic.
can expend one of his uses of Bardic Inspiration to roll 1d12 and
Jack of all Trades. Natterjack can add half his proficiency bonus, subtract the number rolled from the creature’s roll. He can choose
rounded down (+2), to any ability check he makes that doesn’t to use this feature after the creature makes its roll but before it is
already include his proficiency bonus. determined whether the attack roll or ability check succeeds or
Natural Illusionist. Natterjack knows the minor illusion cantrip, fails, or before the creature deals its damage.
using Intelligence as his spellcasting modifier (spell save DC 13).
Weapons, Armor & Items
Peerless Skill. When Natterjack makes an ability check, he can
Drum chest, pipe, whip, performing clothes, fine clothes, silver
expend one use of Bardic Inspiration to roll 1d12 and add the
curling iron, 190sp, 72gp
number rolled to his ability check. He can choose to do so after
the roll but before it is determined whether he succeeds or fails.
Song of Rest. During a short rest, when Natterjack or any
friendly creature who can hear him regains hit points by
spending Hit Dice, each creature regains an additional 1d10 hit
points.
Speak with Small Beasts. Natterjack can communicate simple
ideas with Small or smaller beasts.

48
Spellcasting. Natterjack is a 20th-level spellcaster. His
Natterjack (Level 20) spellcasting ability is Charisma (spell save DC 19, +11 to hit with
Small humanoid (forest gnome), chaotic good
spell attacks). He knows the following bard spells:
Class Bard (lvl 20) Armor Class 13 Cantrips: friends, mage hand, minor illusion, prestidigitation
Background Entertainer Hit Points 163 (20d8 + 60)
1st level (4 slots): charm person, cure wounds, disguise self,
Occupation Musician Speed 25 ft.
silent image
STR DEX CON INT WIS CHA 2nd level (3 slots): alter self, calm emotions, invisibility,
10 (+0) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 20 (+5) suggestion
Saving Throws Dexterity +9, Charisma +11 3rd level (3 slots): feign death, hypnotic pattern, major image
Skills Acrobatics +15, Perception +7, Performance +17, Sleight 4th level (3 slots): confusion, freedom of movement, greater
of Hand +15, Stealth +15; Tools Disguise Kit, Pipe and Tabor invisibility
Senses darkvision 60 ft., passive Perception 17
5th level (3 slots): mislead, modify memory, passwall, seeming,
Languages Common, Gnomish
teleportation circle
Challenge 6 (2,300 XP)
6th level (3 slots): programmed illusion, true seeing
Bardic Inspiration (5/day: Recharges after a Short of Long
7th level (2 slots): etherealness, mirage arcane, project image,
Rest). Netterjack can use his bonus action to give a creature
simulacrum
within 60 feet his Bardic Inspiration die. Once within the next
10 minutes the creature can roll 1d12 and add the number rolled 8th level (2 slots): clone, glibness, mind blank
to one ability check, attack roll, or saving throw it makes. 9th level (1 slot): shapechange, true polymorph
By Popular Demand. Natterjack can always find a place to Superior Inspiration. When Natterjack rolls initiative, if he has
perform, and can expect free food and lodging at the venue for no uses of Bardic Inspiration left, he regains one use.
each performance day. Actions
Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).
Natterjack doubles his proficiency bonus to checks with his Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Expertise skills. Hit: 5 (1d4 + 3) slashing damage.
Gnome Cunning. Natterjack has advantage on all Intelligence, Countercharm. Aticus starts a performance that lasts until his
Wisdom, and Charisma saving throws against magic. next turn. During that time, he and any friendly creature within
30 feet of him have advantage on saving throws against being
Jack of all Trades. Natterjack can add half his proficiency bonus,
frightened or charmed.
rounded down (+3), to any ability check he makes that doesn’t
already include his proficiency bonus. Reactions
Natural Illusionist. Natterjack knows the minor illusion cantrip,
Cutting Words. When a creature that Natterjack can see within 60
using Intelligence as his spellcasting modifier (spell save DC 14).
feet of him makes an attack roll, ability check, or damage roll, he
Peerless Skill. When Natterjack makes an ability check, he can can expend one of his uses of Bardic Inspiration to roll 1d12 and
expend one use of Bardic Inspiration to roll 1d12 and add the subtract the number rolled from the creature’s roll. He can choose
number rolled to his ability check. He can choose to do so after to use this feature after the creature makes its roll but before it is
the roll but before it is determined whether he succeeds or fails. determined whether the attack roll or ability check succeeds or
Song of Rest. During a short rest, when Natterjack or any fails, or before the creature deals its damage.
friendly creature who can hear him regains hit points by
spending Hit Dice, each creature regains an additional 1d12 hit Weapons, Armor & Items
points. Drum chest, pipe, whip, performing clothes, fine clothes, silver
curling iron, 200sp, 110gp
Speak with Small Beasts. Natterjack can communicate simple
ideas with Small or smaller beasts.

49
Forced to be a criminal, despite her moral objections, she teaches ‘her
Nell children’ to steal food (or money for food), but just enough to feed
Medium humanoid (human), neutral good themselves and each other, insisting that only those that can afford it
Class Rogue (lvl 1) Armor Class 13 “contribute” to filling their hungry bellies. She also teaches them to read
Background Urchin Hit Points 8 (1d8) and look after themselves, hoping that some of them will get lucky
Occupation Pickpocket Speed 30 ft. and escape the life she has been forced into. She also needs to
STR DEX CON INT WIS CHA prepare them for the time she knows is coming when she will grow
9 (–1) 16 (+3) 11 (+0) 13 (+1) 15 (+2) 14 (+2) too big and womanly to live as a child of the streets, and will have
to find another way of surviving in the city…
Saving Throws Dexterity +5, Intelligence +3
Skills Insight +6, Perception +4, Sleight of Hand +5, Stealth +5, Nell is small and slight for her age, but nearing a time when she
Survival +6; Tools Disguise Kit, Thieves’ Tools will no longer be able to dart out of a side street or sleep between
Senses passive Perception 14 crates. She has mousy-coloured hair and brown eyes and would be
Languages Common, Halfling, Thieves’ Cant beginning to turn into an attractive young woman, were she not so
Challenge 1/4 (50 XP) dirty and dressed in rags.
Sneak Attack (1/turn). Nell can deal an extra 1d6 damage Personality Traits
to one creature she hits with an attack if she has
“If there’s not enough to go round, I can do without.” Nell is selfless
advantage on the attack roll. The attack must use
when it comes to the Wharf Rats, taking complete responsibility
a finesse or ranged weapon. She doesn’t need
for any failing, be it lack of food or physical injury, regardless of
advantage on the attack roll if another enemy
her level of involvement.
of the target is within 5 feet of it, that enemy
isn’t incapacitated, and she doesn’t have Ideals
disadvantage on the attack roll. “They all deserve better, and no one else is gonna give it to
City Secrets. Out of combat, Nell can lead them.” Nell has taken it upon herself to personally better her
a group between any two points in the city charges. If just one or two of them go on to lead a normal
she grew up in twice as fast as her speed life, she will have succeeded.
would allow.
Expertise (Insight, Survival). Nell Bonds
doubles her proficiency bonus to “Mess with The Rats, you get bit.” Nell is fiercely
checks with her Expertise skills. protective of her group, and will do anything to
protect their safety and wellbeing.
Actions
Flaws
Shank. Melee Weapon Attack: +5 to hit,
“You say you want to help? I see a lot of talkers.
reach 5 ft., one creature. Hit: 5 (1d4 + 3)
I don’t see a lot of doers.” Nell distrusts anyone
piercing damage.
outside The Rats, and will read nefarious motives
Throwing Knife. Ranged Weapon Attack: +5 where there are none in reality.
to hit, range 20/60 ft., one creature. Hit: 5
(1d4 + 3) piercing damage. Roleplaying Nell
Nell has the bearing and speech of one much
Overview older, and is naturally kind and honest,
Moving from wharf to wharf, Nell has had to fight for resenting the life she has to lead. She has a
survival every day of her mere thirteen-year life. As the leader of the vague memory of a kind lady when she was very young teaching
‘Wharf Rats’, Nell is a mother figure to the orphans and misfits in her her good manners, so tries to uphold these and pass them on to
care, who have come to her when they have nowhere else to go. her children. She will always think of those in her care before
considering herself.
Abandoned with her little brother when she was just seven (and him 5), With the exception of the wellbeing of one of her children being on
Nell had to grow up fast. Making a home for themselves in a different the line, nothing will compel her to seek or accept help from an adult.
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 “Hungry, eh? Ye’d best come in then…
and sickly boy, failed to survive their first harsh winter, and Nell was left Wipe yer feet; we’re guests ‘ere.”
alone. Nell blames herself for the death of her brother and has tried ever
since to atone by looking after others who cannot look after themselves. Weapons, Armor & Items
Tattered clothes, shank, 4 throwing knives, lockpick, child’s
drawing of 2 mice, crude beaded necklace

50
Nell (Level 4) The Rats’ Nest
Medium humanoid (human), neutral good Charcoal was usually a reassuring sight to a Wharf Rat. A symbol
crudely drawn on a wall meant somewhere to rest your head for
Class Rogue (lvl 4) Armor Class 13
the night and safety in numbers.
Background Urchin Hit Points 23 (4d8)
Occupation Pickpocket Speed 30 ft. Today, the charcoal in Nell’s hand marked only death. After five
days of ever-dwindling hope, Odo and his scouting party had
STR DEX CON INT WIS CHA finally found Iseult’s body surrounded by fishing nets down on the
9 (–1) 16 (+3) 11 (+0) 14 (+2) 16 (+3) 14 (+2) water’s edge. A drowned Rat. Maybe she’d been clumsy and fallen
Saving Throws Dexterity +5, Intelligence +4 in. Maybe she’d been caught with her hand in the wrong person’s
Skills Insight +7, Perception +5, Sleight of Hand +5, Stealth +5, pocket. It didn’t matter. She was dead and no one outside the
Survival +7; Tools Disguise Kit, Thieves’ Tools Rats would miss her. The younger children would forget what she
Senses passive Perception 15 looked like in a few weeks.
Languages Common, Halfling, Thieves’ Cant Like she had done with so many other names before, Nell drew a
Challenge 1 (200 XP) sooty line through Iseult’s name on the scraggy parchment nailed
Sneak Attack (1/turn). Nell can deal an extra 2d6 damage to to the wall.
one creature she hits with an attack if she has advantage on the Nell sighed but shed no tears. Membership in the Wharf Rats
attack roll. The attack must use a finesse or ranged weapon. She fluctuated as children came and went. Some moved on or moved
doesn’t need advantage on the attack roll if another enemy of the up but many more turned up dead or didn’t turn up at all. Iseult
target is within 5 feet of it, that enemy isn’t incapacitated, and was the third this month. The Rats were still reeling from losing
she doesn’t have disadvantage on the attack roll. Wulf nearly 3 weeks back, and Little Erik just 2 days after. Wulf
City Secrets. Out of combat, Nell can lead a group between any had been one of the oldest, the strongest. Bull and Big Erik—she
two points in the city she grew up in twice as fast as her speed supposed they should just call him ‘Erik’ now—had been going
would allow. out twice as much to try and fill the gap. Nell smiled a sad smile as
Cunning Action. On her turn, as a bonus action, Nell can take she thought of Akosh; the tiefling was only nine, but had already
a Dash, Dodge, Disengage, Hide, or Use an Object action. started mimicking Bull and the other long-timers, taking charge
Alternatively, she can make a Sleight of Hand check or use her of the little ones who had hung around Wulf. The Rats looked after
thieves’ tools to disarm a trap or open a lock. their own.
Expertise (Insight, Survival). Nell doubles her proficiency A child’s giggle outside the boatshed that was their current home
bonus to checks with her Expertise skills. caught Nell’s attention and drew her away from her private grief.
Second-Story Work. Nell can climb without expending extra Still as nimble as, well, a rat, Nell clambered up into the rafters and
movement. In addition, when she makes a running jump, the peeked out through the planks at the street below. A handsome
distance she covers increases by 3 feet. 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
Actions lantern, and with a smudge of chocolate on her cheek. The lateness
of the hour for one of her age must have warranted a special
Shank. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
occasion. A birthday party, perhaps.
Hit: 5 (1d4 + 3) piercing damage.
Nell looked at the girl excitedly chattering away to her parents,
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
trying her hardest to pretend not to be tired. She knew that at some
one creature. Hit: 5 (1d4 + 3) piercing damage.
point she must have had a birthday; she just didn’t know when it
Weapons, Armor & Items was. It didn’t matter anyway, every day was much the same. She
Tattered clothes, shank, 4 throwing knives, lockpick, child’s judged time by winters and markets and feast days. Nell wasn’t one
drawing of 2 mice, crude beaded necklace 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.”

51
Nell (Level 8) Nell in Your Game
Medium humanoid (human), neutral good
Nell can be used to drive home the idea of inequality in the city,
Class Rogue (lvl 8) Armor Class 13 perhaps inequality caused by the actions of a villain known to
Background Urchin Hit Points 43 (8d8) the party. She is utterly distrustful of adults, but it is possible that
Occupation Pickpocket Speed 30 ft. one may earn her trust enough for her to pass them information,
STR DEX CON INT WIS CHA should it be in the Wharf Rats’ best interests.
9 (–1) 16 (+3) 11 (+0) 14 (+2) 18 (+4) 14 (+2) Nell would only join a group of adults if the life of one of
Saving Throws Dexterity +6, Intelligence +5 her children was on the line, and even then she would be
Skills Insight +10, Perception +7, Sleight of Hand +6, Stealth +6, uncomfortable in their presence and ready to flee into a back-
Survival +10; Tools Disguise Kit, Thieves’ Tools alley at any time.
Senses passive Perception 17 Quest Hook. One of the Wharf Rats is a convenient scapegoat
Languages Common, Halfling, Thieves’ Cant for a theft, and has been imprisoned, with the possibility
Challenge 2 (450 XP) of facing the gallows. Having heard their reputation, Nell
reluctantly pleads for the party’s help in arranging a jail-break.
Sneak Attack (1/turn). Nell can deal an extra 4d6 damage to
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
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.
Cunning Action. On her turn, as a bonus action, Nell can take
a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Nell is subjected to an effect 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.
Expertise (Insight, Survival). Nell doubles her proficiency
bonus to checks with her Expertise skills.
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: +6 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Uncanny Dodge. When Nell is hit with an attack from an attacker
that she can see, she can halve the attack’s damage.
Weapons, Armor & Items
Tattered clothes, shank, 4 throwing knives, lockpick, child’s
drawing of 2 mice, crude beaded necklace

52
Second-Story Work. Nell can climb without expending extra
Nell (Level 12) movement. In addition, when she makes a running jump, the
Medium humanoid (human), neutral good
distance she covers increases by 4 feet.
Class Rogue (lvl 12) Armor Class 14 Supreme Sneak. Nell has advantage on Stealth checks if she
Background Urchin Hit Points 63 (12d8) moves no more than half her speed on the same turn.
Occupation Pickpocket Speed 30 ft.
STR DEX CON INT WIS CHA
Actions
9 (–1) 18 (+4) 11 (+0) 14 (+2) 20 (+5) 14 (+2) Shank. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Saving Throws Dexterity +8, Intelligence +6 Hit: 6 (1d4 + 4) piercing damage.
Skills Insight +13, Perception +13, Sleight of Hand +11, Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
Stealth +8, Survival +13; Tools Disguise Kit, Thieves’ Tools one creature. Hit: 6 (1d4 + 4) piercing damage.
Senses passive Perception 23
Languages Common, Halfling, Thieves’ Cant
Reactions
Challenge 3 (700 XP) Uncanny Dodge. When Nell is hit with an attack from an attacker
Sneak Attack (1/turn). Nell can deal an extra 6d6 damage to that she can see, she can halve the attack’s damage.
one creature she hits with an attack if she has advantage on the Weapons, Armor & Items
attack roll. The attack must use a finesse or ranged weapon. She Tattered clothes, shank, 4 throwing knives, lockpick, child’s
doesn’t need advantage on the attack roll if another enemy of the drawing of 2 mice, crude beaded necklace
target is within 5 feet of it, that enemy isn’t incapacitated, and
she doesn’t have disadvantage on the attack roll.
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.
Cunning Action. On her turn, as a bonus action, Nell can take
a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Nell is subjected to an effect 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.
Expertise (Insight, Perception, Sleight of Hand, Survival).
Nell doubles her proficiency bonus to checks with her Expertise
skills.
Reliable Talent. When Nell makes an ability check that lets her
add her proficiency bonus she can treat a d20 roll of a 9 or lower
as a 10.

53
Second-Story Work. Nell can climb without expending extra
Nell (Level 16) movement. In addition, when she makes a running jump, the
Medium humanoid (human), neutral good
distance she covers increases by 5 feet.
Class Rogue (lvl 16) Armor Class 15 Supreme Sneak. Nell has advantage on Stealth checks if she
Background Urchin Hit Points 99 (16d8 + 16) moves no more than half her speed on the same turn.
Occupation Pickpocket Speed 30 ft.
Use Magic Device. Nell ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
10 (+0) 20 (+5) 12 (+1) 14 (+2) 20 (+5) 14 (+2)
Actions
Saving Throws Dexterity +10, Intelligence +7, Wisdom +10
Skills Insight +15, Perception +15, Sleight of Hand +15, Shank. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Stealth +10, Survival +15; Tools Disguise Kit, Thieves’ Tools Hit: 7 (1d4 + 5) piercing damage.
Senses passive Perception 25 Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Languages Common, Halfling, Thieves’ Cant ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Challenge 5 (1,800 XP)
Reactions
Sneak Attack (1/turn). Nell can deal an extra 8d6 damage to
one creature she hits with an attack if she has advantage on the Uncanny Dodge. When Nell is hit with an attack from an attacker
attack roll. The attack must use a finesse or ranged weapon. She that she can see, she can halve the attack’s damage.
doesn’t need advantage on the attack roll if another enemy of the Weapons, Armor & Items
target is within 5 feet of it, that enemy isn’t incapacitated, and Tattered clothes, shank, 4 throwing knives, lockpick, child’s
she doesn’t have disadvantage on the attack roll. drawing of 2 mice, crude beaded necklace
Blindsense. If Nell is able to hear, she is aware of the location of
any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Nell can take
a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Nell is subjected to an effect 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.
Expertise (Insight, Perception, Sleight of Hand, Survival).
Nell doubles her proficiency bonus to checks with her Expertise
skills.
Reliable Talent. When Nell makes an ability check that lets her
add her proficiency bonus she can treat a d20 roll of a 9 or lower
as a 10.

54
Supreme Sneak. Nell has advantage on Stealth checks if she
Nell (Level 20) moves no more than half her speed on the same turn.
Medium humanoid (human), neutral good
Thief ’s Reflexes. Nell can take two turns during the first round
Class Rogue (lvl 20) Armor Class 15 of any combat. She takes her first turn at her normal initiative,
Background Urchin Hit Points 143 (20d8 + 40) and her second turn at her initiative minus 10. She can’t use this
Occupation Pickpocket Speed 30 ft. feature when she is surprised.
STR DEX CON INT WIS CHA Use Magic Device. Nell ignores all class, race, and level
10 (+0) 20 (+5) 14 (+2) 14 (+2) 20 (+5) 14 (+2) requirements for the use of magic items.
Saving Throws Dexterity +11, Intelligence +8, Wisdom +11 Actions
Skills Insight +17, Perception +17, Sleight of Hand +17,
Stealth +11, Survival +17; Tools Disguise Kit, Thieves’ Tools Shank. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Senses passive Perception 27 Hit: 7 (1d4 + 5) piercing damage.
Languages Common, Halfling, Thieves’ Cant Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Challenge 6 (2,300 XP) ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Sneak Attack (1/turn). Nell can deal an extra 10d6 damage to Reactions
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse or ranged weapon. She Uncanny Dodge. When Nell is hit with an attack from an attacker
doesn’t need advantage on the attack roll if another enemy of the that she can see, she can halve the attack’s damage.
target is within 5 feet of it, that enemy isn’t incapacitated, and Weapons, Armor & Items
she doesn’t have disadvantage on the attack roll. Tattered clothes, shank, 4 throwing knives, lockpick, child’s
Blindsense. If Nell is able to hear, she is aware of the location of drawing of 2 mice, crude beaded necklace
any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Nell can take
a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock. WhARF RATS
Elusive. No attack roll can have advantage against Nell unless Gav
she is incapacitated.
Evasion. When Nell is subjected to an effect that allows her to Barda
make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage
Krea
on a failed one.
Iseult 2days 5 days
Expertise (Insight, Perception, Sleight of Hand, Survival).
Nell doubles her proficiency bonus to checks with her Expertise Dumpy
skills.
Reliable Talent. When Nell makes an ability check that lets her
Odo
add her proficiency bonus she can treat a d20 roll of a 9 or lower
as a 10. Elle 2 days
Second-Story Work. Nell can climb without expending extra
movement. In addition, when she makes a running jump, the Big Erik
distance she covers increases by 5 feet.
Stroke of Luck (Recharges after a Short or Long Rest). If Nell’s
Esdeline
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
Bull
d20 roll as a 20. Little Erik 2 days
Murron
Akosh
Wulf

55
Tam thinks himself the embodiment of a dashing rogue; he is tall
Tam Fletcher and slim, with dark, tousled hair and an open collar. When he’s not
Medium humanoid (human), chaotic good
got his mandolin in hand, a half-filled ale mug will typically take
Class Fighter (lvl 1) Armor Class 15 (std. leather) its place.
Background Entertainer Hit Points 11 (1d10 + 1)
Occupation Musician Speed 30 ft. Personality Traits
“I’m at my happiest with a girl on each arm and a tankard in
STR DEX CON INT WIS CHA
my hand. But usually, that’s just when the fighting starts.” Tam is
9 (–1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 15 (+2)
somewhat resigned to his life of crime. He’s not a fan of violence or
Saving Throws Strength +1, Constitution +3 risk taking, but he has a good heart, and is loyal to his friends.
Skills Insight +4, Perception +4, Performance +4, Persuasion +4;
Tools Disguise Kit, Mandolin Ideals
Senses passive Perception 14 “One of these days I’ll have enough to retire. And then no one will
Languages Common, Elvish throw bottles at me.” Tam doesn’t have any great plans or aims in
Challenge 1/2 (100 XP) life. He just wants to be comfortable and happy.
By Popular Demand. Tam can always find a place to
perform, and can expect free food and lodging at the Bonds
venue for each performance day. “I’ve known Natterjack since I was a child. He needs a hand
Fighting Style (Dueling). When using a melee every now and then.” Tam’s plans and romantic conquests go
weapon in one hand and no other weapons, on hold if his friends are in danger. He may not always be
Tam deals +2 damage with that weapon happy about it, but he will always run to his friends’
(included in the attack). aid without hesitation.
Second Wind (Recharges after a Short or Flaws
Long Rest). On his turn Tam can use a “This next song is for you, Branwynn...
bonus action to regain 1d10 + 1 hit points. sorry, Rosalind... no... Kathryn?”
Actions Promises Tam makes in his cups
and his bed are soon forgotten; he
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., has good intentions, but can get a bit
one creature. Hit: 9 (1d8 + 5) piercing damage. caught up in the moment.
Overview Roleplaying Tam
Tam Fletcher is very good at three things; playing the Tam fancies himself a ladies’ man and is a
mandolin, running away while carrying a Gnome and, shameless flirt, though he’s resilient—and
well, he’ll tell you the other thing later… well practiced—enough to take rejection in
First and foremost, Tam just wants to play music, have a good natured fashion (which he does on a
drinks bought for him and wake up next to an adoring fairly regular basis).
fan. However, his performances are also of great help One of his pastimes is attempting to craft
to the thieves’ guild know as the Purse Cutters. The a suitable nickname for himself; “Dapper
guild arrange for him and Natterjack (p.44) to play at Tam” is the current favorite, having been
locations where individuals dangerous to the good of preceded by “Eight-Strings Fletcher” and
the people are known to frequent, and the pair provide a “Tam Quickfingers”. These, unsurprisingly,
perfect distraction for the thieves to add a few coins to the never catch on, but he takes this as a sign
guild’s coffers. that he’s not hit upon the perfect one yet.
He finds being accessory to cutpurses Tam will fight if he has to, as a last resort
uncomfortable, or even downright dangerous, to protect his friends—and he’s not bad at it
but it is very difficult for him to say no, especially either—but much prefers running.
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-suffering “Another risky thieving job.
devotion to Natterjack. He may sigh and roll his eyes every Anyone else remember when we just played music?”
now and then (he is a performer after all), but he’ll always come
through if he’s needed, no matter how beautiful the girl on his arm Weapons, Armor & Items
may be. Studded leather vest, slightly tattered fine clothes, rapier,
mandolin, bottle of ink, ink pen, 5 sheets of parchment, knot of
romantic entanglement, 14cp, 12sp

56
Tam Fletcher (Level 4) The Ballad of Dapper Tam
Medium humanoid (human), chaotic good As Dapper Tam plucked at his strings,
Class Fighter (lvl 4) Armor Class 16 (std. leather) An inspired new motif,
Background Entertainer Hit Points 31 (4d10 + 4) A flame-haired maiden caught his eye,
Occupation Musician Speed 30 ft. Beauty beyond be-
STR DEX CON INT WIS CHA “Thief!”
9 (–1) 18 (+4) 13 (+1) 11 (+0) 14 (+2) 15 (+2) The gruff shout cut through the general babble of the tavern like
Saving Throws Strength +1, Constitution +3 a knife. There was a final, strained twang from Tam’s mandolin
Skills Insight +4, Perception +4, Performance +4, Persuasion +4; and then there was silence. Tam sighed; he was sure he was getting
Tools Disguise Kit, Mandolin somewhere with the redhead at the corner table...
Senses passive Perception 14 Across the room, a man had Natterjack by the wrist. A worryingly
Languages Common, Elvish tall, worryingly rough-looking man.
Challenge 1 (200 XP) “Well done, sir! Well done! I’m with the watch,” Natterjack was
Action Surge (Recharges after a Short or Long Rest). On his yammering, “a lot of pickpockets in this area you see; we’re making
turn, Tam can take one additional action on top of his regular sure people have their guard up...”
action and a possible bonus action. “Let him go,” brave Tam declared,
By Popular Demand. Tam can always find a place to perform, Descending from the stage,
and can expect free food and lodging at the venue for each “Oi!” shouted Tam, approaching the scuffle, enthusiasm waning
performance day. as he got closer, and the man got larger. “...Stop,” he finished lamely.
Fighting Style (Dueling). When using a melee weapon in one The man threw the old gnome aside (still explaining the watch’s
hand and no other weapons, Tam deals +2 damage with that anti-pickpocketing strategy), and squared up to Tam, his nasty-
weapon (included in the attack). looking blade half-way out of its sheath.
Improved Critical. Tam scores critical hits on rolls of 19 and 20. “Don’t you know who I am, boy?” he snarled, twisting the ragged
Second Wind (Recharges after a Short or Long Rest). On his scar that ran down his cheek.
turn Tam can use a bonus action to regain 1d10 + 4 hit points. Was Tam a-feared? Oh no, not he!
Actions His blade was in his hand!
Tam reached, found a handle, and swung, throwing a heavy
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
tankard (along with its contents) into his opponent’s face. He liked
Hit: 10 (1d8 + 6) piercing damage.
to think he heard the man’s nose crunch but, regardless, the eyeful
Weapons, Armor & Items of ale was distraction enough.
Studded leather vest, slightly tattered fine clothes, rapier, “Time to go?” asked Natterjack, innocently.
mandolin, bottle of ink, ink pen, 5 sheets of parchment, knot of “Time to go,” Tam confirmed, hoisting him over one shoulder.
romantic entanglement, 25cp, 12sp He could write the sword fight in later...

57
Tam Fletcher (Level 8) Tam in Your Game
Medium humanoid (human), chaotic good
Tam is most commonly found at a tavern entertaining the
Class Fighter (lvl 8) Armor Class 17 (std. leather) patrons (whether or not this performance is a cover to allow
Background Entertainer Hit Points 68 (8d10 + 16) Natterjack to steal a few coppers is up to you). He will certainly
Occupation Musician Speed 30 ft. introduce himself to any female party members, and has a song
STR DEX CON INT WIS CHA written just for them.
9 (–1) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 16 (+3) Tam could be persuaded to join the party, albeit somewhat
Saving Throws Strength +2, Constitution +5 reluctantly, if there is a promise of a rich reward, or if he’d be
Skills Insight +5, Perception +5, Performance +6, Persuasion +6; disappointing a pretty girl by saying no.
Tools Disguise Kit, Mandolin Quest Hook. Tam is fleeing the scene of a crime, pursued by
Senses passive Perception 15 the guard, and/or another, rougher criminal element (he may
Languages Common, Elvish or may not be accompanied by Natterjack). Does the party
Challenge 3 (700 XP) intervene?
Action Surge (Recharges after a Short or Long Rest). On his
turn, Tam can take one additional action on top of his regular
action and a possible bonus action.
By Popular Demand. Tam can always find 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 that
weapon (included in the attack).
Improved Critical. Tam scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Tam can add half his proficiency bonus
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus.
Second Wind (Recharges after a Short or Long Rest). On his
turn Tam can use a bonus action to regain 1d10 + 8 hit points.
Actions
Multiattack. Tam makes two weapon attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 11 (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

58
Tam Fletcher (Level 12) Actions
Medium humanoid (human), chaotic good Multiattack. Tam makes three weapon attacks.
Class Fighter (lvl 12) Armor Class 18 (std. leather) Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 100 (12d10 + 24) Hit: 11 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded leather vest, slightly tattered fine clothes, rapier,
9 (–1) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 18 (+4) mandolin, bottle of ink, ink pen, 5 sheets of parchment, knot of
Saving Throws Strength +3, Constitution +6 romantic entanglement, 25cp, 112sp, 20gp
Skills Insight +6, Perception +6, Performance +8, Persuasion +8;
Tools Disguise Kit, Mandolin
Senses passive Perception 16
Languages Common, Elvish
Challenge 5 (1,800 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Tam can take one additional action on top of his regular
action and a possible bonus action.
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with that
weapon (included in the attack).
Improved Critical. Tam scores critical hits on rolls of 19 and 20. Master co
Indomitable (1/day). Tam can reroll a failed saving throw. py:
Remarkable Athlete. Tam can add half his proficiency bonus If I could
roam the
(+2) to any Strength, Dexterity, or Constitution check that thy form gentle hil
doesn’t already use his proficiency bonus. ls and val
Thine eye leys of
Second Wind (Recharges after a Short or Long Rest). On his
s, twin (sa
turn Tam can use a bonus action to regain 1d10 + 12 hit points. pools pphire/em
erald/ony
Would su x)
rely drow
Thy (nut n this poe
-brown/fl t ’s soul
would ent a m ing/golden
wine /raven) ro
All thoug ots
ht but tha
If I could t I was th
roam the ine
thy face gentle hil
ls and val
My unwo leys of
r thy lips
a kiss to p
lace

59
Tam Fletcher (Level 16) Actions
Medium humanoid (human), chaotic good Multiattack. Tam makes three weapon attacks.
Class Fighter (lvl 16) Armor Class 18 (std. leather) Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 148 (16d10 + 48) Hit: 11 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded leather vest, slightly tattered fine clothes, rapier,
9 (–1) 20 (+5) 16 (+3) 11 (+0) 14 (+2) 20 (+5) mandolin, bottle of ink, ink pen, 5 sheets of parchment, knot of
Saving Throws Strength +4, Constitution +8 romantic entanglement, 200sp, 65gp
Skills Insight +7, Perception +7, Performance +10, Persuasion +10;
Tools Disguise Kit, Mandolin
Senses passive Perception 17
Languages Common, Elvish
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Tam can take one additional action on top of his regular
action and a possible bonus action.
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with that
weapon (included in the attack).
Indomitable (2/day). Tam can reroll a failed saving throw.
Remarkable Athlete. Tam can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus.
Second Wind (Recharges after a Short or Long Rest). On his
turn Tam can use a bonus action to regain 1d10 + 16 hit points.
Superior Critical. Tam scores critical hits on rolls of 18 – 20.

60
Tam Fletcher (Level 20) Actions
Medium humanoid (human), chaotic good Multiattack. Tam makes four weapon attacks.
Class Fighter (lvl 20) Armor Class 18 (std. leather) Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 204 (20d10 + 80) Hit: 11 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded leather vest, slightly tattered fine clothes, rapier,
9 (–1) 20 (+5) 18 (+4) 11 (+0) 14 (+2) 20 (+5) mandolin, bottle of ink, ink pen, 5 sheets of parchment, knot of
Saving Throws Strength +5, Constitution +10 romantic entanglement, 220sp, 160gp
Skills Insight +8, Perception +8, Performance +11, Persuasion +11;
Tools Disguise Kit, Mandolin
Senses passive Perception 18
Languages Common, Elvish
Challenge 9 (5,000 XP)
Action Surge (2/day: Recharges after a Short or Long Rest).
On his turn, Tam can take one additional action on top of his
regular action and a possible bonus action.
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with that
weapon (included in the attack).
Indomitable (3/day). Tam can reroll a failed saving throw.
Remarkable Athlete. Tam can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus.
Second Wind (Recharges after a Short or Long Rest). On his
turn Tam can use a bonus action to regain 1d10 + 20 hit points.
Superior Critical. Tam scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of his turns, if Tam has 102
or fewer hit points, he regains 10 hit points. He does not gain
this benefit if he has 0 hit points.

61
In return she expects information and, if necessary, sanctuary. It
Tauberel is not uncommon for a family about to be turned out to suddenly
Medium humanoid (wood elf), chaotic good
find their outstanding debts paid or for a nobleman to find the plot
Class Rogue (lvl 1) Armor Class 14 (leather) he intended to expand into mysteriously bought up (usually with
Background Criminal Hit Points 8 (1d8) his own coin, unbeknownst to him).
Occupation Thief Speed 35 ft. The poorer population consider Tauberel a “voice of the people”,
STR DEX CON INT WIS CHA and can be relied upon to champion the views and rights of the
8 (–1) 17 (+3) 10 (+0) 12 (+1) 15 (+2) 13 (+1) downtrodden, secure in the knowledge that she can simply melt
Saving Throws Dexterity +5, Intelligence +3 away. Tauberel has piercing hazel eyes and her sandy brown hair is
Skills Acrobatics +5, Deception +3, Insight +4, Perception +4, worn braided with beads, rare coins and other trinkets.
Sleight of Hand +7, Stealth +7; Tools Dice, Thieves’ Tools Personality Traits
Senses darkvision 60ft., passive Perception 14
“I love to acquire wealth. Can’t say I have much use for it myself
Languages Common, Elvish, Thieves’ Cant
though...” Tauberel loves the sport of theft, approaching a well-
Challenge 1/4 (50 XP)
guarded purse or lockbox like a trophy hunter would a stag. She
Sneak Attack (1/turn). Tauberel can deal an extra can’t resist a challenge, but once the prize is in her hands, she
1d6 damage to one creature she hits with an attack if soon loses interest and is happy to part with it.
she has advantage on the attack roll. The attack must
use a finesse or ranged weapon. She doesn’t need Ideals
advantage on the attack roll if another enemy “Those at the top have more than enough. Those at the
of the target is within 5 feet of it, that enemy bottom have nothing.” Tauberel loves seeing the
isn’t incapacitated, and she doesn’t have well-to-do taken down a few pegs. Those she
disadvantage on the attack roll. respects could do with their ego being deflated,
Criminal Contact. Tauberel has a contact in the those she despises need to know they are not
criminal network, and can send and receive messages untouchable.
to them through various means, even over
great distances. Bonds
Expertise (Sleight of Hand, Stealth). “Without my network, I’m just a pickpocket.”
Tauberel doubles her proficiency bonus to Tauberel’s success is defined by her contacts,
checks with her Expertise skills. criminal or otherwise. She relies upon them
completely, and utterly trusts them.
Fey Ancestry. Tauberel has advantage on
saving throws against being charmed, and Flaws
magic cannot put her to sleep. “I’m not a killer. Force me towards violence, and you’ll
Mask of the City. Tauberel may attempt to hide in a never see me again.” If a fight breaks out, the most
crowd even if she is only partly obscured. Tauberel will do is throw one of her purse-cutting blades
Trance. Tauberel does not sleep. Instead, she meditates to distract an opponent before making good her escape.
for four hours each night. This grants her the benefit of a She may throw down a smoke bomb to help a friend
long rest. run but, if they’re intent on fighting, they fight alone.

Actions Roleplaying Tauberel


Two-Weapon Fighting. When Tauberel makes a Dagger Tauberel believes in equality; she has no time for the
or Throwing Knife attack, as a bonus action she can wealthy and well-to-do (apart from the time it takes
make a second attack. On a hit, this attack deals 2 to inspect their pockets, naturally), but cares deeply
(1d4) piercing damage. for the plight of those at the bottom of the social
ladder. She’s an impulsive kleptomaniac, with absolute confidence
Dagger. Melee Weapon Attack: +5 to hit, reach 5
in her network to shield her if she needs to make a break for it.
ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
“If those fancy folk need those fancy things so badly,
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
you’d think they’d keep a closer eye on them…”
one creature. Hit: 5 (1d4+3) piercing damage.
Overview
Weapons, Armor & Items
Having grown up in the city, the rooftops and alleyways are
Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
Tauberel’s forest; here she can track her quarry and disappear
caltrops, finger blade, 18sp, 4gp, 10 gems each worth 5gp
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.

62
Tauberel (Level 4) Networking
Medium humanoid (wood elf), chaotic good “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
Class Rogue (lvl 4) Armor Class 15 (leather) know, the charming fellow with the dead tooth he was with a lot on
Background Criminal Hit Points 23 (4d8) his last visit—and has a shipment coming in any day now, so he’ll
Occupation Thief Speed 35 ft. be scouting the docks, looking out. Doesn’t trust anyone else to do
STR DEX CON INT WIS CHA that for him. He’s a right nasty customer, Jingles,” Ashdan glanced
8 (–1) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 13 (+1) to see if the new nickname riled her.
Saving Throws Dexterity +6, Intelligence +3 “Thanks, Ash.” She smirked and carried on. “Yes, he’s a real piece
Skills Acrobatics +6, Deception +3, Insight +5, Perception +5, of work; I need all the help I can get. I’ve called in more or less
Sleight of Hand +8, Stealth +8; Tools Dice, Thieves’ Tools every favor I’m owed, but it’s worth it if we can bleed him dry.”
Senses darkvision 60ft., passive Perception 15 “Speaking of…” the tiefling gestured to his rapier.
Languages Common, Elvish, Thieves’ Cant
“Not this time.”
Challenge 1 (200 XP)
Sneak Attack (1/turn). Tauberel can deal an extra 2d6 damage Ashdan pouted sarcastically.
to one creature she hits with an attack if she has advantage on “I’m serious, do not engage. If it gets to the point you need to
the attack roll. The attack must use a finesse or ranged weapon. get involved, we’ve blown it anyway. Stick to the shadows.”
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, “Natterjack, I’m going to need you to pay attention to this.”
and she doesn’t have disadvantage on the attack roll.
The gnome was busy investigating a weevil he’d found in a
Criminal Contact. Tauberel has a contact in the criminal
discarded cork. He shrugged, pocketed the cork, and trotted back
network, and can send and receive messages to them through over to his companions.
various means, even over great distances.
“This is a big one, lads, and risky, but if we play our cards right,
Cunning Action. On her turn, as a bonus action, Tauberel can
we’ll have a fortune on our hands. The target is visiting this tavern
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
tomorrow night. Tam, I’m going to need you to play your best
Alternatively, she can make a Sleight of Hand check or use her
songs the best you can, I want the place packed. Natterjack, take
thieves’ tools to disarm a trap or open a lock.
what you can, but if you can lift his keys, so much the better. If you
Expertise (Sleight of Hand, Stealth). Tauberel doubles her have to run, lead him away from Knights Row. Got it?”
proficiency bonus to checks with her Expertise skills.
“I think I’ll call him Wilbur,” Natterjack said, to no one in particular.
Fey Ancestry. Tauberel has advantage on saving throws against
being charmed, and magic cannot put her to sleep. Tauberel raised an eyebrow.
Mask of the City. Tauberel may attempt to hide in a crowd even *
if she is only partly obscured. “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
Second-Story Work. Tauberel can climb without expending
point fingers, glean motives, you know?”
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 4 feet. “My Rats ain’t on your books, lady.”
Trance. Tauberel does not sleep. Instead, she meditates for four Nell had always been a sticking point, but she was getting better.
hours each night. This grants her the benefit of a long rest. 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
Actions know where the Rats had their nest).
Two-Weapon Fighting. When Tauberel makes a Dagger or “I’m not asking for a commitment. I just came to tell you what
Throwing Knife attack, as a bonus action she can make a second was going on, and that pickings will probably be good. No strings.”
attack. On a hit, this attack deals 2 (1d4) piercing damage.
“I’ll think about it, “ replied Nell, turning her back. Tauberel
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. knew that she would, and that was the best she would get.
Hit: 6 (1d4 + 4) piercing damage. *
Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft., “He’ll be out this evening, and I have a feeling he’ll run into
one creature. Hit: 6 (1d4+4) piercing damage. some complications at the tavern which might, unfortunately,
Weapons, Armor & Items delay him. He’ll be moving out of his lodgings within the week, so
I suggest you and I help ease that process…”
Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
caltrops, finger blade, 30sp, 4gp, 10 gems each worth 5gp “By clearing him out,” Criella finished 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.
“The stealing or the helping?”
“Yes,” smiled Tauberel.

63
Tauberel (Level 8) Actions
Medium humanoid (wood elf), chaotic good Two-Weapon Fighting. When Tauberel makes a Dagger or
Class Rogue (lvl 8) Armor Class 16 (leather) Throwing Knife attack, as a bonus action she can make a second
Background Criminal Hit Points 43 (8d8) attack. On a hit, this attack deals 2 (1d4) piercing damage.
Occupation Thief Speed 35 ft. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 20 (+5) 10 (+0) 12 (+1) 16 (+3) 13 (+1) Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
one creature. Hit: 7 (1d4+5) piercing damage.
Saving Throws Dexterity +8, Intelligence +4
Skills Acrobatics +11, Deception +4, Insight +9, Perception +6, Reactions
Sleight of Hand +11, Stealth +11; Tools Dice, Thieves’ Tools
Uncanny Dodge. When Tauberel is hit with an attack from an
Senses darkvision 60ft., passive Perception 16
attacker that she can see, she can halve the attack’s damage.
Languages Common, Elvish, Thieves’ Cant
Challenge 3 (700 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Tauberel can deal an extra 4d6 damage Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
to one creature she hits with an attack if she has advantage on caltrops, finger blade, 30sp, 15gp, 10 gems each worth 5gp
the attack roll. The attack must use a finesse 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. Tauberel in Your Game
Criminal Contact. Tauberel has a contact in the criminal
Tauberel represents a rare crime boss with true altruistic
network, and can send and receive messages to them through
intentions. If the player characters need to uncover a criminal
various means, even over great distances.
conspiracy which will harm the common people, Tauberel will
Cunning Action. On her turn, as a bonus action, Tauberel can surely know something about it, or at least be willing to lend her
take a Dash, Dodge, Disengage, Hide, or Use an Object action. aid to find out more.
Alternatively, she can make a Sleight of Hand check or use her
Tauberel might take a more active role in proceedings if the
thieves’ tools to disarm a trap or open a lock.
party elect to take a non-violent route against enemies of the
Evasion. When Tauberel is subjected to an effect that allows her people; choosing to remove their threat by stealing an object of
to make a Dexterity saving throw to only take half damage, she power for example. However, should the party not do everything
takes no damage on a successful saving throw and half damage they can to avoid unnecessary death along the way, Tauberel can
on a failed one. very easily disappear entirely from their lives.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). Quest Hook. Tauberel needs the party’s help to transport one
Tauberel doubles her proficiency bonus to checks with her of her contacts away from the city – they are in over their head,
Expertise skills. and are being sought after by a dangerous individual, who has
Fey Ancestry. Tauberel has advantage on saving throws against a vendetta against them, and a group of mercenaries at their
being charmed, and magic cannot put her to sleep. disposal. This could be Criella (p. 26), pursued by Garrin (p.144).
Mask of the City. Tauberel may attempt to hide in a crowd even
if she is only partly obscured.
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 feet.
Trance. Tauberel does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

64
Tauberel (Level 12) Actions
Medium humanoid (wood elf), chaotic good Two-Weapon Fighting. When Tauberel makes a Dagger or
Class Rogue (lvl 12) Armor Class 16 (leather) Throwing Knife attack, as a bonus action she can make a second
Background Criminal Hit Points 63 (12d8) attack. On a hit, this attack deals 2 (1d4) piercing damage.
Occupation Thief Speed 35 ft. Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 20 (+5) 10 (+0) 12 (+1) 18 (+4) 15 (+2) Throwing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 ft.,
one creature. Hit: 7 (1d4+5) piercing damage.
Saving Throws Dexterity +9, Intelligence +5
Skills Acrobatics +13, Deception +6, Insight +12, Perception +8, Reactions
Sleight of Hand +13, Stealth +13; Tools Dice, Thieves’ Tools
Uncanny Dodge. When Tauberel is hit with an attack from an
Senses darkvision 60ft., passive Perception 18
attacker that she can see, she can halve the attack’s damage.
Languages Common, Elvish, Thieves’ Cant
Challenge 4 (1,100 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Tauberel can deal an extra 6d6 damage Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
to one creature she hits with an attack if she has advantage on caltrops, finger blade, 40sp, 18gp, 10 gems each worth 5gp
the attack roll. The attack must use a finesse 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.
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.
Cunning Action. On her turn, as a bonus action, Tauberel can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Tauberel is subjected to an effect 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.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth).
Tauberel doubles her proficiency bonus to checks with her
Expertise skills.
Fey Ancestry. Tauberel has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Mask of the City. Tauberel may attempt to hide in a crowd even
if she is only partly obscured.
Reliable Talent. When Tauberel makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Tauberel has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Trance. Tauberel does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

65
Supreme Sneak. Tauberel has advantage on Stealth checks if she
Tauberel (Level 16) moves no more than half her speed on the same turn.
Medium humanoid (wood elf), chaotic good
Trance. Tauberel does not sleep. Instead, she meditates for four
Class Rogue (lvl 16) Armor Class 16 (leather) hours each night. This grants her the benefit of a long rest.
Background Criminal Hit Points 83 (16d8)
Use Magic Device. Tauberel ignores all class, race, and level
Occupation Thief Speed 35 ft.
requirements for the use of magic items.
STR DEX CON INT WIS CHA
8 (–1) 20 (+5) 10 (+0) 12 (+1) 20 (+5) 15 (+2) Actions
Saving Throws Dexterity +10, Intelligence +6, Wisdom +10 Two-Weapon Fighting. When Tauberel makes a Dagger or
Skills Acrobatics +15, Deception +7, Insight +15, Perception +10, Throwing Knife attack, as a bonus action she can make a second
Sleight of Hand +15, Stealth +15; Tools Dice, Thieves’ Tools attack. On a hit, this attack deals 2 (1d4) piercing damage.
Senses darkvision 60ft., passive Perception 20 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Languages Common, Elvish, Thieves’ Cant Hit: 7 (1d4 + 5) piercing damage.
Challenge 5 (1,800 XP) Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Sneak Attack (1/turn). Tauberel can deal an extra 8d6 damage ft., one creature. Hit: 7 (1d4+5) piercing damage.
to one creature she hits with an attack if she has advantage on
Reactions
the attack roll. The attack must use a finesse or ranged weapon.
She doesn’t need advantage on the attack roll if another enemy Uncanny Dodge. When Tauberel is hit with an attack from an
of the target is within 5 feet of it, that enemy isn’t incapacitated, attacker that she can see, she can halve the attack’s damage.
and she doesn’t have disadvantage on the attack roll.
Weapons, Armor & Items
Blindsense. If Tauberel is able to hear, she is aware of the Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
location of any hidden or invisible creatures within 10 feet caltrops, finger blade, 140sp, 60gp, 10 gems each worth 5gp
of her.
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.
Cunning Action. On her turn, as a bonus action, Tauberel can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Tauberel is subjected to an effect 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.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth).
Tauberel doubles her proficiency bonus to checks with her
Expertise skills.
Fey Ancestry. Tauberel has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Mask of the City. Tauberel may attempt to hide in a crowd even
if she is only partly obscured.
Reliable Talent. When Tauberel makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.

66
Stroke of Luck (1/day). If Tauberel’s attack misses a target
Tauberel (Level 20) within range, she can turn the miss into a hit. Alternatively, if
Medium humanoid (wood elf), chaotic good
she fails an ability check, she can treat the d20 roll as a 20.
Class Rogue (lvl 20) Armor Class 16 (leather) Thief ’s Reflexes. Tauberel can take two turns during the first
Background Criminal Hit Points 103 (20d8) round of any combat. She takes her first turn at her normal
Occupation Thief Speed 35 ft. initiative, and her second turn at her initiative minus 10. She
STR DEX CON INT WIS CHA can’t use this feature when she is surprised.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 20 (+5) 17 (+3) Trance. Tauberel does not sleep. Instead, she meditates for four
Saving Throws Dexterity +11, Intelligence +7, Wisdom +11 hours each night. This grants her the benefit of a long rest.
Skills Acrobatics +17, Deception +9, Insight +17, Perception +11, Use Magic Device. Tauberel ignores all class, race, and level
Sleight of Hand +17, Stealth +17; Tools Dice, Thieves’ Tools requirements for the use of magic items.
Senses darkvision 60ft., passive Perception 21
Languages Common, Elvish, Thieves’ Cant Actions
Challenge 6 (2,300 XP) Two-Weapon Fighting. When Tauberel makes a Dagger or
Sneak Attack (1/turn). Tauberel can deal an extra 10d6 damage Throwing Knife attack, as a bonus action she can make a second
to one creature she hits with an attack if she has advantage on attack. On a hit, this attack deals 2 (1d4) piercing damage.
the attack roll. The attack must use a finesse or ranged weapon. Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
She doesn’t need advantage on the attack roll if another enemy Hit: 7 (1d4 + 5) piercing damage.
of the target is within 5 feet of it, that enemy isn’t incapacitated, Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
and she doesn’t have disadvantage on the attack roll. ft., one creature. Hit: 7 (1d4+5) piercing damage.
Blindsense. If Tauberel is able to hear, she is aware of the
Reactions
location of any hidden or invisible creatures within 10 feet
of her. Uncanny Dodge. When Tauberel is hit with an attack from an
Criminal Contact. Tauberel has a contact in the criminal attacker that she can see, she can halve the attack’s damage.
network, and can send and receive messages to them through Weapons, Armor & Items
various means, even over great distances. Leather armor, 2 daggers, 2 throwing knives, 4 smoke bombs,
Cunning Action. On her turn, as a bonus action, Tauberel can caltrops, finger blade, 300sp, 80gp, 10 gems each worth 5gp
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Elusive. No attack roll can have advantage against Tauberel
unless she is incapacitated.
Evasion. When Tauberel is subjected to an effect 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.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth).
Tauberel doubles her proficiency bonus to checks with her
Expertise skills.
Fey Ancestry. Tauberel has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Mask of the City. Tauberel may attempt to hide in a crowd even
if she is only partly obscured.
Reliable Talent. When Tauberel makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Tauberel has advantage on Stealth checks if she
moves no more than half her speed on the same turn.

67
Neutral Aligned Guilds debutante making herself available for potential suitors, a wealthy
land owner searching for a bride to bear his children, or even a
Sometimes you don’t need a higher purpose to ply a trade or distant, aging cousin with no heir, but wealth beyond count that he
provide a service; the pursuit of coin, or renown, or simply the must leave to someone, you see...
love of the work itself is enough. Below are some example guilds No matter the con, the target never suspects and, as is all
working towards no particularly good or ill end, along with too common among the wealthy, the prospect of yet more
suggested membership and affiliates. wealth makes them blind to treachery and easily seduced
The Parliament by the agent.
The members of The Parliament aren’t generally ones to get their Once the assassin is accepted into the
hands dirty; they won’t be delving into lost temples and digging up lost inner circle, the process of sizing up the
artifacts, but someone in their number will be able to tell you where target begins, and the choosing of a
that temple is, and who made the artifact. Enthusiastic amateurs method that best suits the situation. If
without the formal training or funding to be truly respected, The the target is a young, athletic fellow, an
Parliament is nonetheless a well-learned collective, and always eager to unfortunate accident may befall him
learn more. They meet every so often to compare notes, share findings during his afternoon ride. A low branch
and pool funds to finance occasional expeditions. on the trail at head height, or an
exposed tree root to trip the horse.
Quranis Kuilanya (p.118) has been a very active member in the
There are so many possibilities...
past, but for the last few years has been uncharacteristically silent,
taking in far more information than she gives out. Perhaps if the target is elderly, a
bad cough or fever is in order—
Aticus Greenmoss (p.14) can often be found at gatherings. He is
one they are unlikely to
tolerated by the assembled enthusiasts by virtue of many of his
recover from, of course—
stories having a basis in historical fact, lending interesting context.
introduced so elegantly
However, his contributions are often… dubious.
through a poisoned thorn
On the rare occasions that biology in their slipper, or
and anatomy are discussed, Nimh a needle expertly
(p.162) is likely to be found. She placed into a feather
does not come to socialize, but pillow. Eiderdown can
seems to have a great deal of be bothersome, as we
knowledge on the topic from her all know.
enigmatic research...
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
craft. Their 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
The 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
The Purple rare, writers are rarer, and forgers are nearly unheard of. Among
this unusual breed, The Quills are the best of the best.
Rose “Applications must be filled out clearly with 1) The purpose of the
From time to time many document(s) required 2) A preferred collection point (deliveries will
of the more affluent folk be made to most commonly inhabited planes. Note that requests to
throughout the realm have deliver to pocket dimensions will not be fulfilled) and 3) Full name
need of a particular service. It’s a and signature of the applicant. The blood mark is final and binding;
necessity that most wouldn’t speak of around polite company, and no alterations or rescindments are possible once a mark is made.
only comes up when another member of the upper class society (Note that non-blood signatures carry no guarantee of completion
oversteps their bounds, or makes a social faux-pas that simply can’t and may delay the application process)”
be forgiven. The document, having been filled out to specifications, will disappear
This service, of course, is the honored tradition of an elegant in a theatrical puff of smoke and be replaced with a gray goose feather
assassination. Not your typical throat slash or strangulation; no, as proof of receipt. The document will then pass through the hands
The Purple Rose are responsible for the more subtle approaches, of various experts, each adding their own flair to the piece until it is
and are well known among the upper elite. entirely indistinguishable from the genuine article.
An agent of The Purple Rose may take weeks to get the job done, The Quills will ask for a favor (of varying legality, difficulty and
but they will invariably arrange things to look like an accident, commitment) at an unspecified point in the future. There may
or natural causes. They may infiltrate the family, posing as a be consequences for this favor but The Quills individually tailor
member of a more powerful noble house than that of the target. favors to ensure that their consequences will never be worse than
Cover stories are often elaborate and well thought out; a beautiful those of your forgery being made public. You pay for what you get.

68
Ka’Laera (p.150) is a master of impersonation, but in the few cases
where documentation is necessary, she turns to The 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.
That is the motto of any person claiming to be part of the age old
transporter’s guild, The 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 often fetch higher prices, especially for transporting moody
goods; the guild also has a reputation for not asking too many
questions.
The 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, The Silent Road are also open to accepting
legitimate long and short-haul cargo or passenger-movement jobs.
Rurik Rockfist (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.

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 Rockfist Fighter Neutral Criminal Smuggler 124

69
For many decades he has wandered the realm, seeking adventure
Akirro and often danger. Sometimes adventure and danger has sought
Medium humanoid (high elf), chaotic neutral
him. Through all of his various encounters with beasts, monsters,
Class Ranger (lvl 1) Armor Class 15 (chain shirt) and bandits, he has sustained many injuries, but always manages to
Background Outlander Hit Points 11 (1d10 +1) survive even deadly wounds.
Occupation Bounty Hunter Speed 30 ft.
Personality Traits
STR DEX CON INT WIS CHA
“A fork? Why? I’ve two perfectly good hands...” Akirro’s time spent
8 (–1) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 10 (+0)
surviving alone in the wilderness has made him rather feral on
Saving Throws Strength +1, Dexterity +5 occasion. It takes him several days to get used to civilization
Skills Animal Handling +3, Athletics +1, Investigation +4, whenever he enters a town or city to trade.
Perception +3, Stealth +5, Survival +3; Tools Lyre
Senses darkvision 60ft., passive Perception 13 Ideals
Languages Common, Elvish, Dwarvish, Draconic, Goblin “Life is like the seasons; in constant change. We all must change with
Challenge 1/4 (50 XP) it.” Akirro is not quick to pity his enemies, and has little sympathy
Favored Enemy (Kobolds, Goblins). Akirro has advantage even for his party members who happen to get injured or slain.
on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence Bonds
checks to recall information about them. “I hunt alone.” Akirro has no family to speak of and now harbors
Fey Ancestry. Akirro has advantage on a dark secret from his exile. Very few people can get past his
saving throws against being charmed, and standoffish personality, but those who do, become longtime
magic cannot put him to sleep. friends.
Natural Explorer (Mountains). Akirro Flaws
doubles his proficiency bonus (+4) when “A lion can sheathe its claws; it’s still a lion.” He
making Intelligence or Wisdom checks is slow to trust members of other races, tribes,
about his favored terrain, as well as and societies. Even if they are well meaning and
other benefits listed on the following well mannered folk.
pages.
Spellcasting: Akirro is a Roleplaying Akirro
1st-level spellcaster. His Akirro spends more time observing the
spellcasting ability is Wisdom conversations and behaviors of others than speaking,
(spell save DC 11, +3 to hit especially when in a crowded tavern. Although he speaks
with spell attacks). He knows the following many languages, he primarily speaks in common, and
ranger spells: sometimes in elvish.
Cantrips: true strike He treasures his bow above
Trance. Akirro does not sleep. Instead, he all other possessions, but he is
meditates for four hours each night. This grants always seeking unique types of
him the benefit of a long rest. arrows to use with is it. To pay for such unique
Wanderer. Akirro can find enough food and water items, he often joins parties of adventurers with
for himself and 5 others in the wilderness, provided no particular goal apart from treasure, and to
the area is adequately stocked. Additionally, he always stay alive, naturally.
recalls the general layout of the area around him. In combat, Akirro will sneak up on his target
and loose several arrows before getting close enough to use his
Actions sword. He is particularly good at hunting and slaying kobolds and
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one goblins, often tagging along with hunting parties charged with
creature. Hit: 7 (1d8 + 3) piercing damage. clearing out camps or even hordes of the wretched creatures.
Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 “It is better to remain silent and let people think you are a fool,
ft., one creature. Hit: 7 (1d8 + 3) piercing damage. than to open your mouth and confirm their suspicions.”

Overview Weapons, Armor & Items


Akirro never spends too much time in any one place. He comes Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
from a nomadic tribe of elves that live primarily in the rolling pack, black beast’s gaze, 10gp, 34sp, 5cp.
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.

70
Akirro (level 4) Actions
Medium humanoid (high elf), chaotic neutral Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Ranger (lvl 4) Armor Class 15 (chain shirt) Hit: 8 (1d8 + 4) piercing damage.
Background Outlander Hit Points 42 (4d10 + 4) Longbow: Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
Occupation Bounty Hunter Speed 30 ft. creature. Hit: 8 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Primeval Awareness. Akirro may expend one ranger spell slot
8 (–1) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 10 (+0) to focus on the region around him. For 1 minute per level of the
spell slot expended he can sense whether there are any aberrations,
Saving Throws Strength +1, Dexterity +9 celestials, dragons, elementals, fey, fiends or undead within a
Skills Animal Handling +3, Athletics +1, Investigation +4, mile of his current location, or within 6 miles if Akirro is in
Perception +3, Stealth +6, Survival +3; Tools Lyre mountainous terrain.
Senses darkvision 60ft., passive Perception 13
Languages Common, Elvish, Dwarvish, Draconic, Goblin Weapons, Armor & Items
Challenge 2 (450 XP) Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
Ranger’s Companion (Wolf). Akirro has a beast companion pack, black beast’s gaze, 10gp, 42sp, 5cp.
which acts on his turn in initiative order, but takes no action
unless commanded. As no action, Akirro may verbally LONE WOLF
command the beast to move. Akirro can use an action to Out in the night, the pack howled. Akirro was attuned to the needs
command the beast to Attack, Dash, Disengage, Dodge, or Help, and ways of beasts; after all, what was a wolf but a hound with a
and it will follow commands to the best of its ability. When wild heart? He had positioned himself close to the wolf den as
traveling through his favored terrain with only his companion, an extra layer of protection. This was a wild place; man held no
Akirro can move stealthily at a normal pace. The Beast gains a dominion here and feared to tread. He stared into the one vestige
+2 to its AC, attack and damage rolls, and saving throws and of civilization he allowed himself—his paltry fire—and thought of
skills it is proficient in. Its maximum hit points are as presented his own pack, now doubtless leagues distant.
in its stat block or 16, whichever is higher.
Years ago the victorious clan had taken him in, along with the
Favored Enemy (Kobolds, Goblins). Akirro has advantage on other children of their former enemies. They said an infant could
survival checks made when tracking his favored enemies, as well not be held accountable for the sins of his tribe. Indeed, the
as advantage on Intelligence checks to recall information dominant pair had themselves taken him in and set him to work
about them. with the hounds. As he came of age he found that he was far fonder
Fey Ancestry. Akirro has advantage on saving throws against of these loyal animals than those who had captured him. He grew
being charmed, and magic cannot put him to sleep. up side-by-side with the leaders’ daughter: would that he had not.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with He remembered being dragged before her father when he
ranged weapons (included in the attack). discovered their courting.
Natural Explorer (Mountains). Akirro is adept at traversing “You? The son of a traitor? For the hand of my daughter?”
his favored terrain and doubles his proficiency bonus (+4) when Akirro had started off so brave and defiant, clutching the hand of
making Intelligence or Wisdom checks about such areas. In his beloved and staring down her belligerent father, but felt
favored terrain, difficult terrain doesn’t slow his group’s travel, himself weakening.
his group can’t get lost except by magical means, he can engage
“I gave you a second chance, took you in, raised you as my
in another activity such as foraging or tracking and remain alert
own son, and this is how you repay my kindness? I should have
to danger, he can move stealthily at a normal pace if traveling
expected no different, given your breeding.”
alone, finds twice as much food as normal while foraging and,
when tracking other creatures, he learns their exact number, Was it his breeding; that his father had been chief of the conquered
sizes, and how long ago they passed through the area. clan? Or was it that Akirro, a simple houndsman, would be an
unsuitable match for his daughter? Akirro didn’t know, but he
Spellcasting: Akirro is a 2nd-level spellcaster. His spellcasting
guessed it leveled out to the same end.
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
He knows the following ranger spells: Banished. He stoked the flames.
Cantrips: true strike At the mouth of the cave, a shape emerged. A wolf, braver than
the others, faced him across his meagre campfire. A guardian of
1st level (3 slots): cure wounds, hail of thorns, hunter’s mark
nature, eyes and bared teeth stained with glowing firelight.
Trance. Akirro does not sleep. Instead, he meditates for four
Akirro held its gaze, and approached with an out-faced palm,
hours each night. This grants him the benefit of a long rest.
murmuring an elvish prayer. The wolf snapped once, then calmly
Wanderer. Akirro can find enough food and water for himself licked the offered hand. Akirro breathed a sigh of relief.
and 5 others in the wilderness, provided the area is adequately
Perhaps he had found his new pack.
stocked. Additionally, he always recalls the general layout of the
area around him.

71
Spellcasting: Akirro is a 4th-level spellcaster. His spellcasting
Akirro (level 8) ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
Medium humanoid (high elf), chaotic neutral
He knows the following ranger spells:
Class Ranger (lvl 8) Armor Class 15 (chain shirt) Cantrips: true strike
Background Outlander Hit Points 68 (8d10 + 16)
1st level (4 slots): cure wounds, hail of thorns, hunter’s mark
Occupation Bounty Hunter Speed 30 ft.
2nd level (3 slots): cordon of arrows, pass without a trace
STR DEX CON INT WIS CHA
Trance. Akirro does not sleep. Instead, he meditates for four
8 (–1) 20 (+5) 15 (+2) 14 (+2) 12 (+1) 10 (+0)
hours each night. This grants him the benefit of a long rest.
Saving Throws Strength +2, Dexterity +8 Wanderer. Akirro can find enough food and water for himself
Skills Animal Handling +4, Athletics +2, Investigation +5, and 5 others in the wilderness, provided the area is adequately
Perception +4, Stealth +8, Survival +4; Tools Lyre stocked. Additionally, he always recalls the general layout of the
Senses darkvision 60ft., passive Perception 14 area around him.
Languages Common, Elvish, Dwarvish, Draconic, Goblin, Giant
Challenge 3 (700 XP) Actions
Ranger’s Companion (Wolf). Akirro has a beast companion Multiattack. Akirro makes two weapon attacks.
which acts on his turn in initiative order, but takes no action
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
unless commanded. As no action, Akirro may verbally
Hit: 9 (1d8 + 5) piercing damage.
command the beast to move. Akirro can use an action to
command the beast to Attack, Dash, Disengage, Dodge, or Help, Longbow: Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
and it will follow commands to the best of its ability. When one creature. Hit: 9 (1d8 + 5) piercing damage.
traveling through his favored terrain with only his companion, Primeval Awareness. Akirro may expend one ranger spell slot
Akirro can move stealthily at a normal pace. The Beast gains a to focus on the region around him. For 1 minute per level of the
+3 to its AC, attack and damage rolls, and saving throws and spell slot expended he can sense whether there are any aberrations,
skills it is proficient in. Its maximum hit points are as presented celestials, dragons, elementals, fey, fiends or undead within a
in its stat block or 32, whichever is higher. mile of his current location, or within 6 miles if Akirro is in
Exceptional Training. Akirro can use a bonus action to mountainous terrain, or underground.
command his beast companion to Dash, Disengage, Dodge, or Weapons, Armor & Items
Help on any turn when it does not attack. Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
Favored Enemy (Kobolds, Goblins, Giants). Akirro has pack, black beast’s gaze, 15gp, 42sp, 20cp.
advantage on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence checks to recall
information about them. Akirro in Your Game
Fey Ancestry. Akirro has advantage on saving throws against
being charmed, and magic cannot put him to sleep. The player characters are most likely to encounter Akirro out in
the wilderness, and he could be used to break up, or add interest
Fighting Style (Archery). Akirro gains a +2 to attack rolls with
to, a long journey. He is willing to join the party for a time but
ranged weapons (included in the attack).
will most likely leave in the dead of night, without a word. His
Land’s Stride: Akirro may move through non-magical difficult specialist animal-handling skills could be invaluable to folk that
terrain at no extra movement cost. He takes no damage from require assistance, whether to cure or placate a friendly beast, or
non-magical plants via thorns, spikes, and other similar hazards. to subdue or vanquish a foe.
In addition, he has advantage on saving throws against plants
Quest Hook. Akirro is available for hire as a tracker, bounty
that are magically created or manipulated to impede movement.
hunter and animal handler to those who have need of his
Natural Explorer (Mountains, Underground). Akirro is adept services. If the party need someone found, Akirro will make
at traversing his favored terrain and doubles his proficiency himself known to them, if he is not sought out by them first.
bonus (+6) when making Intelligence or Wisdom checks about
such areas. In favored terrain, difficult 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, finds 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.

72
stealthily at a normal pace if traveling alone, finds twice as
Akirro (level 12) much food as normal while foraging and, when tracking other
Medium humanoid (high elf), chaotic neutral
creatures, he learns their exact number, sizes, and how long ago
Class Ranger (lvl 12) Armor Class 15 (chain shirt) they passed through the area.
Background Outlander Hit Points 100 (12d10 + 24) Spellcasting: Akirro is a 6th-level spellcaster. His spellcasting
Occupation Bounty Hunter Speed 30 ft. ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
STR DEX CON INT WIS CHA He knows the following ranger spells:
8 (–1) 20 (+5) 15 (+2) 14 (+2) 14 (+2) 10 (+0) Cantrips: true strike
Saving Throws Strength +3, Dexterity +9 1st level (4 slots): cure wounds, hail of thorns, hunter’s mark
Skills Animal Handling +6, Athletics +3, Investigation +6, 2nd level (3 slots): cordon of arrows, pass without a trace
Perception +6, Stealth +9, Survival +6; Tools Lyre 3rd level (3 slots): conjure barrage, windwall
Senses darkvision 60ft., passive Perception 16
Trance. Akirro does not sleep. Instead, he meditates for four
Languages Common, Elvish, Dwarvish, Draconic, Giant, Goblin
hours each night. This grants him the benefit of a long rest.
Challenge 5 (1,800 XP)
Wanderer. Akirro can find enough food and water for himself
Ranger’s Companion (Wolf). Akirro has a beast companion
and 5 others in the wilderness, provided the area is adequately
which acts on his turn in initiative order, but takes no action
stocked. Additionally, he always recalls the general layout of the
unless commanded. As no action, Akirro may verbally
area around him.
command the beast to move. Akirro can use an action to
command the beast to Attack, Dash, Disengage, Dodge, or Actions
Help, and it will follow commands to the best of its ability.
Additionally, when Akirro commands his beast to attack, it Multiattack. Akirro makes two weapon attacks.
makes two weapon attacks. When traveling through his favored Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
terrain with only his companion, Akirro can move stealthily Hit: 9 (1d8 + 5) piercing damage.
at a normal pace. The Beast gains a +4 to its AC, attack and Longbow: Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
damage rolls, and saving throws and skills it is proficient in. one creature. Hit: 9 (1d8 + 5) piercing damage.
Its maximum hit points are as presented in its stat block or 48, Primeval Awareness. Akirro may expend one ranger spell slot
whichever is higher. to focus on the region around him. For 1 minute per level of the
Exceptional Training. Akirro can use a bonus action to spell slot expended he can sense whether there are any aberrations,
command his beast companion to Dash, Disengage, Dodge, or celestials, dragons, elementals, fey, fiends or undead within a
Help on any turn when it does not attack. mile of his current location, or within 6 miles if Akirro is in
Favored Enemy (Kobolds, Goblins, Giants). Akirro has mountainous terrain, a plain, or underground.
advantage on survival checks made when tracking his favored Weapons, Armor & Items
enemies, as well as advantage on Intelligence checks to recall
Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
information about them.
pack, black beast’s gaze, 60gp, 150sp.
Fey Ancestry. Akirro has advantage on saving throws against
being charmed, and magic cannot put him to sleep.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with
ranged weapons (included in the attack).
Hide in Plain Sight: Akirro may spend 1 minute creating
camouflage for himself. He must have access to fresh mud, dirt,
plants, soot, or other naturally occurring materials with which
to create his camouflage. Once Akirro is camouflaged 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 camouflage himself again to gain this
benefit.
Land’s Stride: Akirro may move through non-magical difficult
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.
Natural Explorer (Mountains, Underground, Plains). Akirro
is adept at traversing his favored terrain and doubles his
proficiency bonus (+8) when making Intelligence or Wisdom
checks about such areas. In favored terrain, difficult 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

73
Natural Explorer (Mountains, Underground, Plains). Akirro
Akirro (level 16) is adept at traversing his favored terrain and doubles his
Medium humanoid (high elf), chaotic neutral
proficiency bonus (+10) when making Intelligence or Wisdom
Class Ranger (lvl 16) Armor Class 15 (chain shirt) checks about such areas. In favored terrain, difficult terrain
Background Outlander Hit Points 132 (16d10 + 32) doesn’t slow his group’s travel, his group can’t get lost except
Occupation Bounty Hunter Speed 30 ft. by magical means, he can engage in another activity such as
STR DEX CON INT WIS CHA foraging or tracking and remain alert to danger, he can move
8 (–1) 20 (+5) 15 (+2) 14 (+2) 16 (+3) 10 (+0) stealthily at a normal pace if traveling alone, finds twice as
much food as normal while foraging and, when tracking other
Saving Throws Strength +4, Dexterity +10
creatures, he learns their exact number, sizes, and how long ago
Skills Animal Handling +8, Athletics +4, Investigation +7,
they passed through the area.
Perception +8, Stealth +10, Survival +8; Tools Lyre
Senses darkvision 60ft., passive Perception 18 Share Spells. If his beast companion is within 30 feet of him, any
Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin spell Akirro casts targeting himself can also target the beast.
Challenge 6 (2,300 XP) Spellcasting. Akirro is a 8th-level spellcaster. His spellcasting
Ranger’s Companion (Wolf). Akirro has a beast companion ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
which acts on his turn in initiative order, but takes no action He knows the following ranger spells:
unless commanded. As no action, Akirro may verbally Cantrips: true strike
command the beast to move. Akirro can use an action to 1st level, (4 slots): cure wounds, hail of thorns, hunter’s mark
command the beast to Attack, Dash, Disengage, Dodge, or 2nd level, (3 slots): cordon of arrows, pass without a trace
Help, and it will follow commands to the best of its ability. 3rd level, (3 slots): conjure barrage, windwall
Additionally, when Akirro commands his beast to attack, it
4th level, (2 slots): conjure woodland beings, grasping vine
makes two weapon attacks. When traveling through his favored
terrain with only his companion, Akirro can move stealthily Trance. Akirro does not sleep. Instead, he meditates for four
at a normal pace. The Beast gains a +5 to its AC, attack and hours each night. This grants him the benefit of a long rest.
damage rolls, and saving throws and skills it is proficient in. Vanish. Akirro may use the Hide action as a bonus action on his
Its maximum hit points are as presented in its stat block or 64, turn. Also he can’t be tracked by non-magical means unless he
whichever is higher. chooses to leave a trail.
Exceptional Training. Akirro can use a bonus action to Wanderer. Akirro can find enough food and water for himself
command his beast companion to Dash, Disengage, Dodge, or and 5 others in the wilderness, provided the area is adequately
Help on any turn when it does not attack. stocked. Additionally, he always recalls the general layout of the
Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves). area around him.
Akirro has advantage on survival checks made when tracking Actions
his favored enemies, as well as advantage on Intelligence checks
to recall information about them. Multiattack. Akirro makes two weapon attacks.
Fey Ancestry. Akirro has advantage on saving throws against Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
being charmed, and magic cannot put him to sleep. Hit: 9 (1d8 + 5) piercing damage.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with Longbow: Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
ranged weapons (included in the attack). one creature. Hit: 9 (1d8 + 5) piercing damage.
Hide in Plain Sight: Akirro may spend 1 minute creating Primeval Awareness. Akirro may expend one ranger spell slot
camouflage for himself. He must have access to fresh mud, dirt, to focus on the region around him. For 1 minute per level of the
plants, soot, or other naturally occurring materials with which spell slot expended he can sense whether there are any aberrations,
to create his camouflage. Once Akirro is camouflaged in this celestials, dragons, elementals, fey, fiends or undead within a
way he gains +10 to his Stealth checks as long as he remains mile of his current location, or within 6 miles if Akirro is in
stationary without taking actions. Once he moves or takes an mountainous terrain, a plain, or underground.
action or reaction he must camouflage himself again to gain this Weapons, Armor & Items
benefit.
Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
Land’s Stride: Akirro may move through non-magical difficult pack, black beast’s gaze, 74gp, 175sp.
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.

74
Land’s Stride: Akirro may move through non-magical difficult
Akirro (level 20) terrain at no extra movement cost. He takes no damage from
Medium humanoid (high elf), chaotic neutral
non-magical plants via thorns, spikes, and other similar hazards.
Class Ranger (lvl 20) Armor Class 15 (chain shirt) In addition, he has advantage on saving throws against plants
Background Outlander Hit Points 164 (20d10 + 40) that are magically created or manipulated to impede movement.
Occupation Bounty Hunter Speed 30 ft. Natural Explorer (Mountains, Underground, Plains). Akirro
STR DEX CON INT WIS CHA is adept at traversing his favored terrain and doubles his
8 (–1) 20 (+5) 15 (+2) 14 (+2) 18 (+4) 10 (+0) proficiency bonus (+12) when making Intelligence or Wisdom
Saving Throws Strength +5, Dexterity +11 checks about such areas. In favored terrain, difficult terrain
Skills Animal Handling +10, Athletics +5, Investigation +8, doesn’t slow his group’s travel, his group can’t get lost except
Perception +10, Stealth +11, Survival +10; Tools Lyre by magical means, he can engage in another activity such as
Senses darkvision 60ft., passive Perception 20 foraging or tracking and remain alert to danger, he can move
Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin stealthily at a normal pace if traveling alone, finds twice as
Challenge 7 (2,900 XP) much food as normal while foraging and, when tracking other
creatures, he learns their exact number, sizes, and how long ago
Ranger’s Companion (Wolf). Akirro has a beast companion
they passed through the area.
which acts on his turn in initiative order, but takes no action
unless commanded. As no action, Akirro may verbally Share Spells. If his beast companion is within 30 feet of him, any
command the beast to move. Akirro can use an action to spell Akirro casts targeting himself can also target the beast.
command the beast to Attack, Dash, Disengage, Dodge, or Spellcasting. Akirro is a 10th-level spellcaster. His spellcasting
Help, and it will follow commands to the best of its ability. ability is Wisdom (spell save DC 18, +10 to hit with spell
Additionally, when Akirro commands his beast to attack, it attacks). He knows the following ranger spells:
makes two weapon attacks. When traveling through his favored Cantrips: true strike
terrain with only his companion, Akirro can move stealthily 1st level, (4 slots): cure wounds, hail of thorns, hunter’s mark
at a normal pace. The Beast gains a +6 to its AC, attack and 2nd level, (3 slots): cordon of arrows, pass without a trace
damage rolls, and saving throws and skills it is proficient in.
3rd level, (3 slots): conjure barrage, windwall
Its maximum hit points are as presented in its stat block or 80,
whichever is higher. 4th level, (3 slots): conjure woodland beings, grasping vine
Exceptional Training. Akirro can use a bonus action to 5th level, (2 slots): conjure volley, swift quiver
command his beast companion to Dash, Disengage, Dodge, or Trance. Akirro does not sleep. Instead, he meditates for four
Help on any turn when it does not attack. hours each night. This grants him the benefit of a long rest.
Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves). Vanish. Akirro may use the Hide action as a bonus action on his
Akirro has advantage on survival checks made when tracking turn. Also he can’t be tracked by non-magical means unless he
his favored enemies, as well as advantage on Intelligence checks chooses to leave a trail.
to recall information about them. Wanderer. Akirro can find enough food and water for himself
Feral Senses. When Akirro attacks a creature he can’t see, his and 5 others in the wilderness, provided the area is adequately
inability to see it doesn’t impose disadvantage on his attack stocked. Additionally, he always recalls the general layout of the
roll against it. He is also aware of the location of any invisible area around him.
creature within 30 ft. of him, provided the creature is not hidden
from him and he is not blinded of deafened
Actions
Fey Ancestry. Akirro has advantage on saving throws against Multiattack. Akirro makes two weapon attacks.
being charmed, and magic cannot put him to sleep. Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with Hit: 9 (1d8 + 5) piercing damage.
ranged weapons (included in the attack). Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
Foe Slayer (1/turn). Akirro can add +4 to the attack roll or the one creature. Hit: 9 (1d8 + 5) piercing damage.
damage roll of an attack he makes against one of his favored Primeval Awareness. Akirro may expend one ranger spell slot
enemies. He can choose to use this feature before or after the roll to focus on the region around him. For 1 minute per level of the
but before any effects of the roll are applied. spell slot expended he can sense whether there are any aberrations,
Hide in Plain Sight: Akirro may spend 1 minute creating celestials, dragons, elementals, fey, fiends or undead within a
camouflage for himself. He must have access to fresh mud, dirt, mile of his current location, or within 6 miles if Akirro is in
plants, soot, or other naturally occurring materials with which mountainous terrain, a plain, or underground.
to create his camouflage. Once Akirro is camouflaged in this Weapons, Armor & Items
way he gains +10 to his Stealth checks as long as he remains
Longbow, quiver with 20 arrows, rapier, chain shirt, explorer’s
stationary without taking actions. Once he moves or takes an
pack, black beast’s gaze, 140gp, 175sp.
action or reaction he must camouflage himself again to gain this
benefit.

75
and gather information – violently, if necessary – before forcing a
Ankharasos Skarn confrontation with his target. Not one to work in shadows, when
Medium humanoid (dragonborn), lawful neutral
Ankharasos Skarn comes for you, you’ll know about it.
Class Fighter (lvl 1) Armor Class 16 (chainmail) A hulking giant, even by Dragonborn standards, Ankharasos
Background Soldier Hit Points 12 (1d10+2) strikes an imposing figure not forgotten in a hurry, his natural
Occupation Mercenary Speed 30 ft. size and strength are augmented with rigorous training and his
STR DEX CON INT WIS CHA warhammer, Fury.
17 (+3) 8 (–1) 14 (+2) 12 (+1) 13 (+1) 10 (+0)
Personality Traits
Saving Throws Strength +5, Constitution +4
“If Ankharasos Skarn gives his word, it will be done.” Ankharasos
Skills Athletics +5, Insight +3, Intimidation +2, Perception +3;
sees it as his duty to live and die by his honor. It is not for him to
Tools Dice, Land Vehicles
question his contracts (provided that his target is worthy of his
Damage Resistances fire
martial skill), only to unrelentingly pursue them.
Senses passive Perception 13
Languages Common, Draconic Ideals
Challenge 1/2 (100 XP) “Cowards strike from the dark. A warrior fights with
Fighting Style (Great Weapon). When Ankharasos honor.” If you find yourself fighting Ankharasos Skarn,
rolls a 1 or 2 on a damage die for an attack he makes you do so one-on-one, face to face, and fully armed.
with a melee weapon that he is wielding with two
hands, he can reroll the die and must use the Bonds
new roll, even if it is a 1 or a 2. “Gold corrodes. Iron rusts. My honor is
Military Rank. Ankharasos has the rank untarnishable” Ankharasos has no material
of captain. Soldiers loyal to his former ties to the world. The only thing precious to
organization recognize him is his honor.
this rank.
Flaws
Second Wind (Recharges after a
“Compromise is a gap in the armor.”
Short or Long Rest). On his turn
Ankharasos’ morals, code and ethics
Ankharasos can use a bonus action
are rigid and inflexible. He will break
to regain 1d10 + 1 hit points.
before
Actions he bends.
Warhammer. Melee Weapon Attack: +5 to Roleplaying Ankhara-
hit, reach 5 ft., one creature. Hit: 7 (1d8
+ 3) bludgeoning damage or 8 (1d0 sos
+ 3) if used with two hands. Ankharasos is unlikely to be
Javelin. Ranged Weapon talked round to a point of
Attack: +5 to hit, range view contrary to one already
30/120 ft., one creature. established – a fight is usually
Hit: 6 (1d6 + 3) piercing going to be on the cards. Not
damage. an evil creature, or particularly
bloodthirsty, he will let an
Breath Weapon (Recharges after
opponent go if he is beaten in fair
a Short or Long Rest). Ankharasos can breathe
combat and accept a yield without hesitation.
fire out in a 15-foot-cone. The target must
make a DC 12 Dexterity saving throw Should his target get wind of the
and take 2d6 damage on a failed saving assured encounter and attempt to flee,
Ankharasos will hunt them down
throw, or half on a successful one.
mercilessly, not with speed, but with glacial
Overview inevitability; always at their heels no matter how many
Motivated only by fighting, Ankharasos has spent years honing his cities, kingdoms or leagues of wilderness lie between them.
combat skills, effectively modeling himself into a living weapon.
It would seem only natural therefore that he is highly sought-after “Crawl out of your cowardly hidey-hole!
as a bounty hunter, a service he provides only when he deems his Come out and face me!”
employer, or his quarry, worthy of him.
Once decided on a course, Ankharasos is relentless, ruthless and
Weapons, Armor & Items
utterly unyielding to his current path. He will make enquiries
Chainmail, Fury, 4 javelins, explorer’s pack

76
Ankharasos Skarn (level 4) Actions
Medium humanoid (dragonborn), lawful neutral Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Class Fighter (lvl 4) Armor Class 16 (chainmail) creature. Hit: 8 (1d8 + 4) bludgeoning damage or 9 (1d0 + 4) if
Background Soldier Hit Points 36 (4d10+8) used with two hands.
Occupation Mercenary Speed 30 ft. Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
19 (+4) 8 (–1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) Breath Weapon (Recharges after a Short or Long Rest).
Ankharasos can breathe fire out in a 15-foot-cone. The target must
Saving Throws Strength +6, Constitution +4 make a DC 12 Dexterity saving throw and take 2d6 damage on a
Skills Athletics +6, Insight +3, Intimidation +2, Perception +3; failed saving throw, or half on a successful one.
Tools Dice, Land Vehicles, Woodcarver’s Tools
Damage Resistances fire Weapons, Armor & Items
Senses passive Perception 13 Chainmail, Fury, 4 javelins, explorer’s pack
Languages Common, Draconic
Challenge 2 (450 XP) Confrontation
Action Surge (Recharges after a Short or Long Rest). On his “Come out! Come out and face me!”
turn, Ankharasos can take an additional action on top of his
Ankharasos had been shouting at the house for ten minutes now,
normal action and possible bonus action.
punctuating his cries with Fury’s haft on the cobblestones… Ten
Combat Superiority. Ankharasos has four superiority dice minutes more and he would kick the door down, but he hoped it
which are d8’s. These dice are expended when used and are wouldn’t come to that; better that the quarry come willingly.
regained after a short or long rest.
Seven minutes later, the man emerged. Ankharasos eyed him
Disarming Attack. Ankharasos can expend one superiority dispassionately. His mail was in poor condition, but the sword
die when he hits a creature with a weapon attack to attempt to looked like good quality steel; perhaps he had stolen it. It was not
disarm the target. He adds 1d8 to the attack’s damage roll. The for Ankharasos to ask why he was to be brought in.
target must make a DC 14 Strength saving throw or drop one
“You have been judged worthy of the skills of Ankharasos Skarn.
item of Ankharasos’ choice that it’s holding.
For this you should be honored. Defeat me and you go free; yield
Riposte. Ankharasos can use his reaction and expend one and you shall accompany me to my employer to answer for your
superiority die when missed by a creature’s melee attack to make transgressions. Do you accept the terms?”
a melee weapon attack against it and add 1d8 to attack’s damage
The man sniffed, spat, and, with a wordless yell, charged with
roll on a hit.
sword held high.
Trip Attack. Ankharasos may expend one superiority die when
“Do you accept the terms?” Ankharasos remained unmoving.
he hits a creature with a weapon attack to attempt to knock
the target down. He adds 1d8 to the attack’s damage roll. If it is The man swung, off-balance from the charge; Ankharasos
Large or smaller, the target must make a DC 14 Strength saving sidestepped with ease.
throw or fall prone. “Do you accept the terms?” he repeated.
Fighting Style (Great Weapon). When Ankharsos rolls a 1 or “Shut it! I accept!”
2 on a damage die for an attack he makes with a melee weapon The sword arced again, and Fury flashed up to meet it.
that he is wielding with two hands, he can reroll the die and He was strong, no doubt about it: he’d probably won every tavern
must use the new roll, even if it is a 1 or a 2. brawl he’d instigated, but he was not Ankharasos Skarn. His
Military Rank. Ankharasos has the rank of captain. Soldiers training was rusty, his technique was sloppy, and soon he had a
loyal to his former organization recognize this rank. broken rib and two less teeth, as he sank to the ground.
Second Wind (Recharges after a Short or Long Rest). On his A scuffing of a boot on cobbles alerted Ankharasos and he
turn Ankharasos can use a bonus action to regain 1d10 + 4 hit snatched at the air behind, catching the throat of an interloper to
points. the duel. This 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.

77
Know Your Enemy. Ankharasos can learn certain information
Ankharasos Skarn (level 8) about a creature’s capabilities compared to his own if he spends
Medium humanoid (dragonborn), lawful neutral
at least one minute observing or interacting with it outside of
Class Fighter (lvl 8) Armor Class 16 (chainmail) combat. He can discern if the creature is his equal, superior, or
Background Soldier Hit Points 76 (8d10+24) inferior in up to two categories: Strength score, Dexterity score,
Occupation Mercenary Speed 30 ft. Constitution score, Armor Class, current hit points, total class
STR DEX CON INT WIS CHA levels, or Fighter class levels.
20 (+5) 8 (–1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) Military Rank. Ankharasos has the rank of captain. Soldiers
Saving Throws Strength +8, Constitution +6 loyal to his former organization recognize this rank.
Skills Athletics +8, Insight +5, Intimidation +3, Perception +5; Second Wind (Recharges after a Short or Long Rest). On his
Tools Dice, Land Vehicles, Woodcarver’s Tools turn Ankharasos can use a bonus action to regain 1d10 + 8 hit
Damage Resistances fire points.
Senses passive Perception 15
Actions
Languages Common, Draconic
Challenge 3 (700 XP) Multiattack. Ankharasos makes two weapon attacks.
Action Surge (Recharges after a Short or Long Rest). On his Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one
turn, Ankharasos can take an additional action on top of his creature. Hit: 9 (1d8 + 5) bludgeoning damage or 10 (1d0 + 5) if
normal action and possible bonus action. used with two hands.
Fighting Style (Great Weapon). When Ankharasos rolls a 1 or Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one
2 on a damage die for an attack he makes with a melee weapon creature. Hit: 8 (1d6 + 5) piercing damage.
that he is wielding with two hands, he can reroll the die and Breath Weapon (Recharges after a Short or Long Rest).
must use the new roll, even if it is a 1 or a 2. Ankharasos can breathe fire out in a 15-foot-cone. The target must
Combat Superiority. Ankharasos has five superiority dice make a DC 14 Dexterity saving throw and take 3d6 damage on a
which are d8’s. These dice are expended when used and are failed saving throw, or half on a successful one.
regained after a short or long rest.
Weapons, Armor & Items
Disarming Attack. Ankharasos can expend one superiority Chainmail, Fury, 4 javelins, explorer’s pack
die when he hits a creature with a weapon attack to attempt to
disarm the target. He adds 1d8 to the attack’s damage roll. The
target must make a DC 16 Strength saving throw or drop one
item of Ankharasos’ choice that it’s holding. Ankharasos in Your Game
Feinting Attack. Ankharasos can expend one superiority dice Ankharasos could appear as an adversary or an ally for hire in
to choose a creature within 5 feet of him. He gains advantage on your game. He could be used to drive home the risks of leaving
his next attack roll against that target and adds 1d8 to attack’s a villain alive if said villain goes on to hire him to hunt down the
damage roll on a hit. party (or, perhaps more interestingly, a single member). A player
Menacing Attack. Ankharasos can expend one superiority die character with links to bounty hunters may know of his unusual
when he hits a creature with a weapon attack. He adds 1d8 to methods, or even live in fear of him - perhaps being a rare target
the attack’s damage roll. The target must make a DC 16 Wisdom who slipped through his net.
saving throw or become frightened by Ankharasos until the end Ankharasos works alone as a rule, but will work together with
of his next turn. others if he finds they are tracking the same target, providing he
Riposte. Ankharasos can use his reaction and expend one alone has the honor of combat with the quarry.
superiority die when missed by a creature’s melee attack to make Quest Hook. A character from the party’s past has hired
a melee weapon attack against it and adds 1d8 to attack’s damage Ankharasos to hunt them down. After many hints that they
roll on a hit. are being followed and asked after, Ankharasos forces a
Trip Attack. Ankharasos may expend one superiority die when confrontation. Do they fight with honor, sparing his life if they
he hits a creature with a weapon attack to attempt to knock defeat him, as he would theirs? If they fight well, perhaps a
the target down. He adds 1d8 to the attack’s damage roll. If it is beaten Ankharasos will accept a contract from them as a life
Large or smaller, the target must make a DC 16 Strength saving debt.
throw or fall prone.

78
Know Your Enemy. Ankharasos can learn certain information
Ankharasos Skarn (level 12) about a creature’s capabilities compared to his own if he spends
Medium humanoid (dragonborn), lawful neutral
at least one minute observing or interacting with it outside of
Class Fighter (lvl 12) Armor Class 17 (splint) combat. He can discern if the creature is his equal, superior, or
Background Soldier Hit Points 124 (12d10+48) inferior in up to two categories: Strength score, Dexterity score,
Occupation Mercenary Speed 30 ft. Constitution score, Armor Class, current hit points, total class
STR DEX CON INT WIS CHA levels, or Fighter class levels.
20 (+5) 8 (–1) 18 (+4) 12 (+1) 14 (+2) 10 (+0) Military Rank. Ankharasos has the rank of captain. Soldiers
Saving Throws Strength +9, Constitution +8 loyal to his former organization recognize this rank.
Skills Athletics +9, Insight +6, Intimidation +4, Perception +6; Second Wind (Recharges after a Short or Long Rest). On his
Tools Dice, Land Vehicles, Woodcarver’s Tools turn Ankharasos can use a bonus action to regain 1d10 + 12 hit
Damage Resistances fire points.
Senses passive Perception 16
Actions
Languages Common, Draconic
Challenge 6 (2,300 XP) Multiattack. Ankharasos makes three weapon attacks.
Action Surge (Recharges after a Short or Long Rest). On his Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one
turn, Ankharasos can take an additional action on top of his creature. Hit: 9 (1d8 + 5) bludgeoning damage or 10 (1d0 + 5) if
normal action and possible bonus action. used with two hands.
Combat Superiority. Ankharasos has five superiority dice Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
which are d10’s. These dice are expended when used and are creature. Hit: 8 (1d6 + 5) piercing damage.
regained after a short or long rest. Breath Weapon (Recharges after a Short or Long Rest).
Disarming Attack. Ankharasos can expend one superiority Ankharasos can breathe fire out in a 15-foot-cone. The target must
die when he hits a creature with a weapon attack to attempt to make a DC 16 Dexterity saving throw and take 4d6 damage on a
disarm the target. He adds 1d10 to the attack’s damage roll. The failed saving throw, or half on a successful one.
target must make a DC 17 Strength saving throw or drop one
Weapons, Armor & Items
item of Ankharasos’ choice that it’s holding.
Splint armor, Fury, 4 javelins, explorer’s pack
Feinting Attack. Ankharasos can expend one superiority dice
to choose a creature within 5 feet of him. He gains advantage on
his next attack roll against that target and adds 1d10 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 1d10 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 1d10 to
the attack’s damage roll. The target must make a DC 17 Wisdom
saving throw 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 to add 1d10 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 1d10 to attack’s
damage roll on a hit.
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 1d10 to the attack’s damage roll. If it is
Large or smaller, the target must make a DC 17 Strength saving
throw or fall prone.
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.
Indomitable (1/day). Ankharasos can reroll a failed saving
throw.

79
Trip Attack. Ankharasos may expend one superiority die when
Ankharasos Skarn (level 16) he hits a creature with a weapon attack to attempt to knock the
Medium humanoid (dragonborn), lawful neutral
target down. He adds 1d10 to the attack’s damage roll. If it is
Class Fighter (lvl 16) Armor Class 17 (splint) Large or smaller, the target must make a DC 18 Strength saving
Background Soldier Hit Points 180 (16d10+80) throw or fall prone.
Occupation Mercenary Speed 30 ft. Fighting Style (Great Weapon). When Ankharasos rolls a 1 or
STR DEX CON INT WIS CHA 2 on a damage die for an attack he makes with a melee weapon
20 (+5) 8 (–1) 20 (+5) 12 (+1) 16 (+3) 10 (+0) that he is wielding with two hands, he can reroll the die and
Saving Throws Strength +10, Constitution +10 must use the new roll, even if it is a 1 or a 2.
Skills Athletics +10, Insight +8, Intimidation +5, Perception +8; Indomitable (2/day). Twice per day, Ankharasos can reroll a
Tools Dice, Land Vehicles, Woodcarver’s Tools failed saving throw.
Damage Resistances fire Know Your Enemy. Ankharasos can learn certain information
Senses passive Perception 18 about a creature’s capabilities compared to his own if he spends
Languages Common, Draconic at least one minute observing or interacting with it outside of
Challenge 8 (3,900 XP) combat. He can discern if the creature is his equal, superior, or
Action Surge (Recharges after a Short or Long Rest). On his inferior in up to two categories: Strength score, Dexterity score,
turn, Ankharasos can take an additional action on top of his Constitution score, Armor Class, current hit points, total class
normal action and possible bonus action. levels, or Fighter class levels.
Combat Superiority. Ankharasos has six superiority dice which Military Rank. Ankharasos has the rank of captain. Soldiers
are d10’s. These dice are expended when used and are regained loyal to his former organization recognize this rank.
after a short or long rest. If Ankharasos rolls initiative and has Second Wind (Recharges after a Short or Long Rest). On his
no superiority dice remaining, he regains one dice. turn Ankharasos can use a bonus action to regain 1d10 + 16 hit
Disarming Attack. Ankharasos can expend one superiority points.
die when he hits a creature with a weapon attack to attempt to
Actions
disarm the target. He adds 1d10 to the attack’s damage roll. The
target must make a DC 18 Strength saving throw or drop one Multiattack. Ankharasos makes three weapon attacks.
item of Ankharasos’ choice that it’s holding. Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Evasive Footwork. Ankharasos can expend one superiority die creature. Hit: 9 (1d8 + 5) bludgeoning damage or 10 (1d0 + 5) if
when moving to add 1d10 to his AC until he stops. used with two hands.
Feinting Attack. Ankharasos can expend one superiority dice Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
to choose a creature within 5 feet of him. He gains advantage on creature. Hit: 8 (1d6 + 5) piercing damage.
his next attack roll against that target and adds 1d10 to attack’s Breath Weapon (Recharges after a Short or Long Rest).
damage roll on a hit. Ankharasos can breathe fire out in a 15-foot-cone. The target must
Lunging Attack. Ankharasos can expend one superiority die make a DC 18 Dexterity saving throw and take 5d6 damage on a
to increase his reach for one melee weapon attack by 5 feet and failed saving throw, or half on a successful one.
adds 1d10 to attack’s damage roll on a hit.
Weapons, Armor & Items
Menacing Attack. Ankharasos can expend one superiority die Splint armor, Fury, 4 javelins, explorer’s pack
when he hits a creature with a weapon attack. He adds 1d10 to
the attack’s damage roll. The target must make a DC 19 Wisdom
saving throw 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 to add 1d10 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 1d10 to the attack’s damage roll. If it is
Large or smaller, the target must make a DC 18 Strength saving
throw or be pushed away up to 15 feet.
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 1d10 to attack’s
damage roll on a hit.

80
Trip Attack. Ankharasos may expend one superiority die when
Ankharasos Skarn (level 20) he hits a creature with a weapon attack to attempt to knock the
Medium humanoid (dragonborn), lawful neutral
target down. He adds 1d12 to the attack’s damage roll. If it is
Class Fighter (lvl 20) Armor Class 17 (splint) Large or smaller, the target must make a DC 19 Strength saving
Background Soldier Hit Points 224 (20d10+100) throw or fall prone.
Occupation Mercenary Speed 30 ft. Fighting Style (Great Weapon). When Ankharasos rolls a 1 or
STR DEX CON INT WIS CHA 2 on a damage die for an attack he makes with a melee weapon
20 (+5) 8 (–1) 20 (+5) 12 (+1) 18 (+4) 10 (+0) that he is wielding with two hands, he can reroll the die and
Saving Throws Strength +11, Constitution +11 must use the new roll, even if it is a 1 or a 2.
Skills Athletics +11, Insight +10, Intimidation +6, Perception +10; Indomitable (3/day). Ankharasos can reroll a failed saving
Tools Dice, Land Vehicles, Woodcarver’s Tools throw.
Damage Resistances fire Know Your Enemy. Ankharasos can learn certain information
Senses passive Perception 20 about a creature’s capabilities compared to his own if he spends
Languages Common, Draconic at least one minute observing or interacting with it outside of
Challenge 10 (5,900 XP) combat. He can discern if the creature is his equal, superior, or
Action Surge (2/day: Recharges after a Short or Long Rest). inferior in up to two categories: Strength score, Dexterity score,
On his turn, Ankharasos can take an additional action on top of Constitution score, Armor Class, current hit points, total class
his normal action and possible bonus action. levels, or Fighter class levels.
Combat Superiority. Ankharasos has six superiority dice which Military Rank. Ankharasos has the rank of captain. Soldiers
are d12’s. These dice are expended when used and are regained loyal to his former organization recognize this rank.
after a short or long rest. If Ankharasos rolls initiative and has Second Wind (Recharges after a Short or Long Rest). On his
no superiority dice remaining, he regains one dice. turn Ankharasos can use a bonus action to regain 1d10 + 20 hit
Disarming Attack. Ankharasos can expend one superiority points.
die when he hits a creature with a weapon attack to attempt to
Actions
disarm the target. He adds 1d12 to the attack’s damage roll. The
target must make a DC 19 Strength saving throw or drop one Multiattack. Ankharasos makes four weapon attacks.
item of Ankharasos’ choice that it’s holding. Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Evasive Footwork. Ankharasos can expend one superiority die creature. Hit: 9 (1d8 + 5) bludgeoning damage or 10 (1d0 + 5) if
when moving to add 1d12 to his AC until he stops. used with two hands.
Feinting Attack. Ankharasos can expend one superiority dice Javelin. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one
to choose a creature within 5 feet of him. He gains advantage on creature. Hit: 8 (1d6 + 5) piercing damage.
his next attack roll against that target and adds 1d12 to attack’s Breath Weapon (Recharges after a Short or Long Rest).
damage roll on a hit. Ankharasos can breathe fire out in a 15-foot-cone. The target must
Lunging Attack. Ankharasos can expend one superiority die make a DC 19 Dexterity saving throw and take 5d6 damage on a
to increase his reach for one melee weapon attack by 5 feet and failed saving throw, or half on a successful one.
adds 1d12 to attack’s damage roll on a hit.
Weapons, Armor & Items
Menacing Attack. Ankharasos can expend one superiority die Splint armor, Fury, 4 javelins, explorer’s pack
when he hits a creature with a weapon attack. He adds 1d12 to
the attack’s damage roll. The target must make a DC 19 Wisdom
saving throw 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 to add 1d12 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 1d12 to the attack’s damage roll. If it is
Large or smaller, the target must make a DC 19 Strength saving
throw or be pushed away up to 15 feet.
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 1d12 to attack’s
damage roll on a hit.

81
to any particular gang, and none would have him. However, he is
Ashdan willing to work for anyone who has enough coin and a job not too
Medium humanoid (tiefling), chaotic neutral
repulsive to his, admittedly somewhat lax, morals. His quick wits
Class Rogue (lvl 1) Armor Class 14 (std. leather) and sharp tongue have kept him alive on more than one occasion,
Background Urchin Hit Points 7 (1d8–1) and almost killed him on many others.
Occupation Vagabond Speed 30 ft. Ashdan’s skin is a brick red, as befits his fiendish heritage. This,
STR DEX CON INT WIS CHA along with his curving ram’s horns would make him cut an
10 (+0) 15 (+2) 8 (–1) 12 (+1) 14 (+2) 15 (+2) imposing figure if not for his skinny, gangly frame. He wears one of
Saving Throws Dexterity +4, Intelligence +3 Emeline’s bangles on his left horn.
Skills Acrobatics +4, Deception +6, Insight +4, Persuasion +4, Personality Traits
Sleight of Hand +6, Stealth +4; Tools Disguise Kit, Thieves’ Tools
“If I insult you, I like you. If I give you an unflattering nickname,
Damage Resistances fire
we may be friends for life.” Ashdan doesn’t have time for those
Senses darkvision 60 ft., passive Perception 12
who take themselves too seriously. How someone takes a jibe or
Languages Common, Infernal, Thieves’ Cant
a nickname is a good way for him to quickly find out how much
Challenge 1/4 (50 XP)
respect someone deserves.
Sneak Attack (1/turn). Ashdan can deal an extra 1d6 damage
to one creature he hits with an attack if he has advantage Ideals
on the attack roll. The attack must use a finesse or ranged “Can’t we all just enjoy ourselves?” Ashdan doesn’t really
weapon. He doesn’t need advantage on the attack roll if have a plan beyond finding a place to bed down for the
another enemy of the target is within 5 feet of it, that enemy night. He wants others to be happy, but doesn’t have a
isn’t incapacitated, and he doesn’t have disadvantage on the great deal of investment in it.
attack roll.
City Secrets. Out of combat, Ashdan can lead a group Bonds
between any two points in the city he grew up in twice as fast “I’m never losing someone I care about again.”
as his speed would allow. Ashdan’s choice not to care too much about anyone
Expertise (Deception and Sleight of Hand). Ashdan or anything is, in part, a defence mechanism, and
doubles his proficiency bonus to became far more pronounced after losing Emeline.
checks with his Expertise skills. Flaws
Infernal Legacy. Ashdan can cast “Everyone is open to my mockery. Unfortunately,
the thaumaturgy cantrip using Charisma as ‘everyone’ includes some very dangerous people.” There are
his spellcasting modifier (spell save DC some places Ashdan simply cannot go any more. The
12). wrong insult to the wrong crime lord can mean a hefty
Actions price on your head...

Rapier. Melee Weapon Attack: +4 to Roleplaying Ashdan


hit, reach 5 ft., one creature. Hit: 6 Due to his past experiences, Ashdan hates persecution and
(1d8 + 2) piercing damage. people being put down simply because of the way they are.
Hand Crossbow. Ranged Weapon He actively refuses to take anything seriously, affecting a
Attack: +4 to hit, range 30/120 ft., one devil-may-care attitude and lying about his motivations
creature. Hit: 5 (1d6 + 2) piercing damage. for doing good deeds, citing the promise of gold or
similar rather than admitting he simply wants to bring
Overview some good into the world.
Union of a tiefling and any other race always produce a If he finds himself in combat, Ashdan fights dirty, with no
tiefling. Ashdan’s mother was unaware of this, and qualms about distracting an opponent (be it sand to the eyes or a
upon his birth was reminded of that shameful night rambling, insulting tirade). Should the opportunity present itself,
nine months ago with an unscrupulous but charming he has a particular fondness for head butts, where his thickened
traveling showman. Rather than live with that disgrace, the baby forehead gives him a natural advantage.
was abandoned, growing up first in a poorhouse and then in
various gangs. “Serious is overrated. I was serious once;
it was awful.”
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, Weapons, Armor & Items
Emeline, at the hands of a superstitious mob. Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
Ashdan has been a thief and an assassin in a society that mistrusts common clothes, thieves’ tools, 4gp, 20sp, 16cp, gold bangle
or outright despises his kind, though he keeps some standards (5gp), heads & tails
and refuses to kill those who don’t deserve it. He has no loyalties

82
Ashdan (level 4) Child’s Play
Medium humanoid (tiefling), chaotic neutral “Sir! Sir! Alms for a poor orphan, sir!”
Class Rogue (lvl 4) Armor Class 15 (std. leather) Ashdan wasn’t used to being a ‘sir’. He knew the ‘poor orphan’ bit
Background Urchin Hit Points 19 (4d8–4) well enough, though. He guessed the girl was about thirteen, far
Occupation Vagabond Speed 30 ft. too young for this life.
“What’s your story then?” He crossed to her, crouched, and
STR DEX CON INT WIS CHA
reached for his coin purse for a silver (not gold, he wasn’t made of
10 (+0) 16 (+3) 8 (–1) 12 (+1) 14 (+2) 16 (+3)
money). It was at this point he realized his coin purse was missing.
Saving Throws Dexterity +5, Intelligence +3 That little…
Skills Acrobatics +5, Deception +7, Insight +4, Persuasion +5, Through the crowd, he saw a second, even smaller figure running,
Sleight of Hand +7, Stealth +5; Tools Disguise Kit, Thieves’ Tools nimbly dodging the bigger folk. Ashdan afforded a quick glance to
Damage Resistances fire the now very smug-looking girl.
Senses darkvision 60 ft., passive Perception 12
“Very nice.” Professional courtesy never hurt, but it wouldn’t get
Languages Common, Infernal, Thieves’ Cant
him back his damned silver…
Challenge 1 (200 XP)
People tended to give Ashdan a wide berth anyway, so he had little
Sneak Attack (1/turn). Ashdan can deal an extra 2d6 damage
issue giving chase, past a pottery merchant throwing curses, over
to one creature he hits with an attack if he has advantage on the
the back of a hog on its way to market, through a back alley and…
attack roll. The attack must use a finesse or ranged weapon. He
lost him. A roof tile fell and shattered on the cobbles at his feet.
doesn’t need advantage on the attack roll if another enemy of the
Perhaps not…
target is within 5 feet of it, that enemy isn’t incapacitated, and he
doesn’t have disadvantage on the attack roll. Ashdan hadn’t been up on the rooftops for a while; he would not
describe his ascent as ‘smooth’, or ‘on his first try’. By the time he
City Secrets. Out of combat, Ashdan can lead a group between
got up there, there was no sign of the child.
any two points in the city he grew up in twice as fast as his speed
would allow. Beneath his feet, he heard the muffled chanting of supplicants at
prayer. Temples made Ashdan uneasy and, he mused, he made
Cunning Action. Ashdan can take a bonus action on each of his
people in temples uneasy. Best they kept to themselves.
turns during combat. He can use this action to Dash, Disengage,
Hide, Use an Object action. Alternatively, he can make a Sleight Scouring the rooftops took the better part of the afternoon. It was
of Hand check or use his thieves’ tools to disarm a trap or open getting dark, and it was their fire that gave them away; supposedly
a lock. empty warehouses on the docks didn’t tend to keep a light among
the rafters. There looked to be about ten of them gathered around
Expertise (Deception and Sleight of Hand). Ashdan doubles his
it, the girl included, Ashdan saw through a gap in the roof which
proficiency bonus to checks with his Expertise skills.
he supposed they were using as an entrance. Stealing closer, he
Infernal Legacy. Ashdan can cast the thaumaturgy cantrip, could see, piled on a crate with a few others, his coin purse. He
and hellish rebuke as a 2nd-level spell using Charisma as his inched forward, grabbed it, and struck what he hoped was an
spellcasting modifier (spell save DC 13). Once he casts hellish impressive pose.
rebuke, he must complete a long rest before he can cast it again.
“Lesson one, children: choose your mark.”
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 feet.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one creature. Hit: 6 (1d6 + 3) piercing damage.
Weapons, Armor & Items
Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
common clothes, thieves’ tools, 13gp, 20sp, 16cp, gold bangle
(5gp), heads & tails

83
Ashdan (level 8) Actions
Medium humanoid (tiefling), chaotic neutral Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 16 (std. leather) Hit: 8 (1d8 + 4) piercing damage.
Background Urchin Hit Points 35 (8d8–8) Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft.,
Occupation Vagabond Speed 30 ft. one creature. Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 18 (+4) 8 (–1) 12 (+1) 14 (+2) 16 (+3)
Uncanny Dodge. When Ashdan is hit with an attack from an
Saving Throws Dexterity +7, Intelligence +4 attacker that he can see, he can halve the attack’s damage.
Skills Acrobatics +7, Deception +9, Insight +5, Persuasion +9,
Sleight of Hand +10, Stealth +10; Tools Disguise Kit, Thieves’ Weapons, Armor & Items
Tools Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
Damage Resistances fire common clothes, thieves’ tools, 13gp, 44sp, 16cp, gold bangle
Senses darkvision 60 ft., passive Perception 12 (5gp), heads & tails
Languages Common, Infernal, Thieves’ Cant
Challenge 2 (450 XP)
Sneak Attack (1/turn). Ashdan can deal an extra 4d6 damage Ashdan in Your Game
to one creature he hits with an attack if he has advantage on the
Ashdan, as a low level criminal with no particular affiliations,
attack roll. The attack must use a finesse or ranged weapon. He
sees a lot of what goes on in the criminal underworld, and has
doesn’t need advantage on the attack roll if another enemy of the
no compunctions about passing this information on to the right
target is within 5 feet of it, that enemy isn’t incapacitated, and he
person for the right price. For this reason, he is an ideal regular
doesn’t have disadvantage on the
contact for any player character with a criminal past, but also
attack roll.
works as an NPC to dispense information about shady goings-
City Secrets. Out of combat, Ashdan can lead a group between on to an investigating party.
any two points in the city he grew up in twice as fast as his speed
Ashdan might join the party if they are pursuing a quest to
would allow.
stop discrimination or subjugation, though, of course, he will
Cunning Action. Ashdan can take a bonus action on each of his maintain that his interests are purely financial.
turns during combat. He can use this action to Dash, Disengage,
Quest Hook. After providing useful information to the players
Hide, Use an Object action. Alternatively, he can make a Sleight
on a few occasions, Ashdan is kidnapped by an adversary and
of Hand check or use his thieves’ tools to disarm a trap or open
held to ransom. Do the players care enough about this low-life
a lock.
to risk his rescue?
Evasion. When Ashdan is subjected to an effect 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.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Ashdan doubles his proficiency bonus to checks with his
Expertise skills.
Infernal Legacy. Ashdan can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as his spellcasting modifier (spell save DC 14). Once he casts a
spell, he can’t cast it again until he completes a long rest.
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 feet.

84
Ashdan (level 12) Actions
Medium humanoid (tiefling), chaotic neutral Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 17 (std. leather) Hit: 9 (1d8 + 5) piercing damage.
Background Urchin Hit Points 51 (12d8-12) Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft.,
Occupation Vagabond Speed 30 ft. one creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 20 (+5) 8 (-1) 12 (+1) 14 (+2) 18 (+4)
Uncanny Dodge. When Ashdan is hit with an attack from an
Saving Throws Dexterity +9, Intelligence +5 attacker that he can see, he can halve the attack’s damage.
Skills Acrobatics +9, Deception +12, Insight +6, Persuasion +12,
Sleight of Hand +13, Stealth +13; Tools Disguise Kit, Thieves’ Weapons, Armor & Items
Tools Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
Damage Resistances fire common clothes, thieves’ tools, 14gp, 60sp, 16cp, gold bangle
Senses darkvision 60 ft., passive Perception 12 (5gp), heads & tails
Languages Common, Infernal, Thieves’ Cant
Challenge 4 (1,100 XP)
Sneak Attack (1/turn). Ashdan can deal an extra 6d6 damage
to one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse 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.
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.
Cunning Action. Ashdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
Hide, Use an Object action. Alternatively, he can make a Sleight
of Hand check or use his thieves’ tools to disarm a trap or open
a lock.
Evasion. When Ashdan is subjected to an effect 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.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Ashdan doubles his proficiency bonus to checks with his
Expertise skills.
Infernal Legacy. Ashdan can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as his spellcasting modifier (spell save DC 16). Once he casts a
spell, he can’t cast it again until he completes a long rest.
Reliable Talent. When Ashdan makes an ability check that lets
him add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Ashdan has advantage on Stealth checks if he
moves no more than half his speed on the same turn.

85
Infernal Legacy. Ashdan can cast the thaumaturgy cantrip,
Ashdan (level 16) darkness, and hellish rebuke as a 2nd-level spell, using Charisma
Medium humanoid (tiefling), chaotic neutral
as his spellcasting modifier (spell save DC 18). Once he casts a
Class Rogue (lvl 16) Armor Class 17 (std. leather) spell, he can’t cast it again until he completes a long rest.
Background Urchin Hit Points 67 (16d8–16) Reliable Talent. When Ashdan makes an ability check that lets
Occupation Vagabond Speed 30 ft. him add his proficiency bonus he can treat a d20 roll of a 9 or
STR DEX CON INT WIS CHA lower as a 10.
10 (+0) 20 (+5) 8 (–1) 12 (+1) 14 (+2) 20 (+5) Second-Story Work. Ashdan can climb without expending extra
Saving Throws Dexterity +10, Intelligence +6, Wisdom +7 movement. In addition, when he makes a running jump, the
Skills Acrobatics +10, Deception +15, Insight +7, Persuasion +15, distance he covers increases by 5 feet.
Sleight of Hand +15, Stealth +15; Tools Disguise Kit, Supreme Sneak. Ashdan has advantage on Stealth checks if he
Thieves’ Tools moves no more than half his speed on the same turn.
Damage Resistances fire Use Magic Device. Ashdan ignores all class, race, and level
Senses darkvision 60 ft., passive Perception 12 requirements for the use of magic items.
Languages Common, Infernal, Thieves’ Cant
Challenge 5 (1,800 XP) Actions
Sneak Attack (1/turn). Ashdan can deal an extra 8d6 damage Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
to one creature he hits with an attack if he has advantage on the Hit: 9 (1d8 + 5) piercing damage.
attack roll. The attack must use a finesse or ranged weapon. He Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft.,
doesn’t need advantage on the attack roll if another enemy of the one creature. Hit: 8 (1d6 + 5) piercing damage.
target is within 5 feet of it, that enemy isn’t incapacitated, and he
doesn’t have disadvantage on the attack roll. Reactions
Blindsense. If Ashdan is able to hear, he is aware of the location Uncanny Dodge. When Ashdan is hit with an attack from an
of any hidden or invisible creatures within 10 feet of him. attacker that he can see, he can halve the attack’s damage.
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 Weapons, Armor & Items
would allow. Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
common clothes, thieves’ tools, 74gp, 60sp, gold bangle (5gp),
Cunning Action. Ashdan can take a bonus action on each of his
heads & tails
turns during combat. He can use this action to Dash, Disengage,
Hide, Use an Object action. Alternatively, he can make a Sleight
of Hand check or use his thieves’ tools to disarm a trap or open
a lock.
Evasion. When Ashdan is subjected to an effect 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.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Ashdan doubles his proficiency bonus to checks with his
Expertise skills.

86
Supreme Sneak. Ashdan has advantage on Stealth checks if he
Ashdan (level 20) moves no more than half his speed on the same turn.
Medium humanoid (tiefling), chaotic neutral
Thief ’s Reflexes. Ashdan can take two turns during the first
Class Rogue (lvl 20) Armor Class 17 (std. leather) round of any combat. He takes his first turn at his normal
Background Urchin Hit Points 83 (20d8–20) initiative, and his second turn at his initiative minus 10. He can’t
Occupation Vagabond Speed 30 ft. use this feature when he is surprised.
STR DEX CON INT WIS CHA Use Magic Device. Ashdan ignores all class, race, and level
10 (+0) 20 (+5) 8 (–1) 12 (+1) 16 (+3) 20 (+5) requirements for the use of magic items.
Saving Throws Dexterity +11, Intelligence +7, Wisdom +9
Actions
Skills Acrobatics +11, Deception +17, Insight +9, Persuasion +17,
Sleight of Hand +17, Stealth +17; Tools Disguise Kit, Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Thieves’ Tools Hit: 9 (1d8 + 5) piercing damage.
Damage Resistances fire Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 ft.,
Senses darkvision 60 ft., passive Perception 13 one creature. Hit: 8 (1d6 + 5) piercing damage.
Languages Common, Infernal, Thieves’ Cant
Challenge 6 (2,300 XP) Reactions
Sneak Attack (1/turn). Ashdan can deal an extra 10d6 damage Uncanny Dodge. When Ashdan is hit with an attack from an
to one creature he hits with an attack if he has advantage on the attacker that he can see, he can halve the attack’s damage.
attack roll. The attack must use a finesse or ranged weapon. He
doesn’t need advantage on the attack roll if another enemy of the Weapons, Armor & Items
target is within 5 feet of it, that enemy isn’t incapacitated, and he Rapier, hand crossbow, 20 bolts, 4 daggers, studded leather, worn
doesn’t have disadvantage on the attack roll. common clothes, thieves’ tools, 90gp, 100sp, gold bangle (5gp),
heads & tails
Blindsense. If Ashdan is able to hear, he is aware of the location
of any hidden or invisible creatures within 10 feet of him.
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. You do not know me and, until
Cunning Action. Ashdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage, recently, I knew nothing of you.
Hide, Use an Object action. Alternatively, he can make a Sleight
of Hand check or use his thieves’ tools to disarm a trap or open
a lock.
Elusive. No attack roll can have advantage against Ashdan
I know that you and I have both been dealt
unless he is incapacitated. unfair hands by fate. We have both grown
Evasion. When Ashdan is subjected to an effect that allows him
to make a Dexterity saving throw to only take half damage, he up alone, abandoned, with no family to
takes no damage on a successful saving throw and half damage speak of. We do not have to be alone any
on a failed one.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth). more.
Ashdan doubles his proficiency bonus to checks with his
Expertise skills.
Infernal Legacy. Ashdan can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
I understand if you do not wish to meet me
as his spellcasting modifier (spell save DC 19). Once he casts a after all these years. We have lasted this
spell, he can’t cast it again until he completes a long rest.
Reliable Talent. When Ashdan makes an ability check that lets long without each other after all. If,
his add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
however, you wish to see me, I will keep a
Second-Story Work. Ashdan can climb without expending extra table at The Drake and Griffon. First one’s
movement. In addition, when he makes a running jump, the
distance he covers increases by 5 feet.
on me.
Stroke of Luck (Recharges after a Short or Long Rest). 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 Your sister,
treat the d20 roll as a 20.
Criella

87
jungles across the sea. There, in the damp, green dark, amid
Dariel Chaime bastioned roots and knotted vines, he met Vasivasy, the antlered
Medium humanoid (half elf), chaotic neutral
lord. Amused by the capering of mortals, the Spirit took Dariel
Class Warlock (lvl 1) Armor Class 11 into his service, giving him a measure of power to use to trick and
Background Charlatan Hit Points 8 (1d8) deceive – “Entertain me.”
Occupation Swindler Speed 30 ft. Dariel returned home with a new directive, new skills and,
STR DEX CON INT WIS CHA crouched on his shoulder, a new companion and familiar, Oogra; a
8 (–1) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 17 (+3) gift from his patron. The lemur has an uncanny knack for ferreting
Saving Throws Wisdom +4, Charisma +5 out hidden valuables, and sniffing out lies.
Skills Deception +5, Insight +4, Perception +4, Performance +5, Dariel has set up shop offering marvelous remedies, fortune telling
Persuasion +5, Sleight of Hand +3; Tools Disguise Kit, Forgery and general magical assistance. The more audacious the lie he sells,
Kit the more amused The Archfey grows, and the stronger the charm
Senses darkvision 60 ft., passive Perception 14 he casts on his mark has to be to cover his tracks…
Languages Common, Elvish, Sylvan
Personality Traits
Challenge 1/4 (50 XP)
“I provide a service. If people think they’re getting helped, that’s
False Identity. Dariel has created a second identity,
helping, right?” Dariel is a compulsive liar and, with the charms to
including relevant documents, contacts and disguises.
back it up, is completely unpredictable, but he won’t pursue any
In addition, he can forge documents and mimic
clearly evil end which would lead to
handwriting as long as he has seen an
death and suffering.
example of the kind of document or a
sample of the handwriting. Ideals
Fey Ancestry. Dariel has advantage on saving “Deceive, humiliate and financially ruin, but it’s
throws against being charmed, and magic cannot not funny if someone dies” Dariel sees himself as
put him to sleep. something of a cut above other criminals due to his
Pact Magic. Dariel is a 1st-level spellcaster. His refusal to kill. His priority is his own entertainment
spellcasting ability is Charisma (spell save DC and gain, not others’ loss.
13, +5 to hit with spell attacks). He regains
expended spell slots after a short or long rest, Bonds
and knows the following warlock spells: “If she’s happy, I’m happy” Oogra is Dariel’s link
Cantrips: friends, minor illusion to his patron, and acts as a partner in crime. Neither
of them is truly in control of the other, but they work
1 1st-level spell slot: charm person, expeditious
towards the same aim.
retreat
Actions
Flaws
“My course is the one that’s most entertaining at
Dagger. Melee Weapon Attack: +3 to hit, reach the time” ...and if that means selling you out,
5 ft., one creature. Hit: 3 (1d4 + 1) piercing well, that’s just too bad for you.
damage.
Dart. Ranged Weapon Attack: +3 to hit, range Roleplaying Dariel
20/60 ft., one creature. Hit: 3 (1d4 + 1) piercing Dariel is a supreme trickster; any
damage. chance he has to deceive others he’ll
Fey Presence (Recharges after a Short or take, both to keep in his patron’s good books
Long Rest). Dariel projects the beguiling and to amuse his own mischievous nature. He is not
and fearsome presence of the fey, causing each a violent man, fleeing if his charms prove ineffective
creature in a 10-foot cube originating from and combat breaks out.
him to make a DC 13 Wisdom saving throw. Oogra is constantly goading Dariel on to greater and
Creatures that fail their saving throw are either greater trickery. She uses her somewhat off-putting
charmed or frightened by him, his choice, until the end of his next appearance to great effect; generally leaping on and
turn. pawing at customers as soon as they walk through the
door, both getting a sense of their valuables and putting them on
Overview the back foot in one fell swoop.
You want your stars read? Find Dariel Chaime. Unlucky in love?
“You know, I think I’ve got just the thing, and you… well, that’s a
Dariel Chaime can help. Unsightly warts, moles or other facial
very pretty necklace.”
growths? You’re in luck. A steady stream of satisfied customers
trickle through his door but, some cynics remark, it doesn’t seem
that Dariel Chaime does anything at all… Weapons, Armor & Items
A keen traveller in his youth, Dariel ventured as far as the steaming Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
of suggestion, 8gp, 26sp, 30cp, 3 gems each worth 5gp

88
Dariel Chaime (level 4) Quid Pro Quo
Medium humanoid (half elf), chaotic neutral The sign above the dingy shopfront, fashioned in the shape of what
many (to Oogra’s great annoyance) thought was a bushy-tailed black
Class Warlock (lvl 4) Armor Class 11
cat, read ‘Dariel Chaime: Fortunes Told and Miracles Dispensed’.
Background Charlatan Hit Points 23 (4d8)
Through the grubby windows were walls of shelves and cubbyholes
Occupation Swindler Speed 30 ft.
packed with bottles, herbs, totems, tins, and jars, closing in around
STR DEX CON INT WIS CHA a table strewn with star charts and card decks. At the table was sat
8 (–1) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 19 (+4) Dariel Chaime, and on Dariel Chaime was sat Oogra.
Saving Throws Wisdom +4, Charisma +6 The bell on the door tinkled and immediately Oogra leapt,
Skills Deception +6, Insight +4, Perception +4, Performance +6, squirrel-like, onto the visitor, tap-tap-tapping with her spindly
Persuasion +6, Sleight of Hand +3; Tools Disguise Kit, Forgery middle finger, pawing at the disgruntled-looking gnome.
Kit Twelve crowns, twenty moons, sixteen groats. Oogra was always
Senses darkvision 60 ft., passive Perception 14 swift and accurate with her assessment.
Languages Common, Elvish, Sylvan “She is a friendly one, no?” Dariel smiled as Oogra returned to
Challenge 1 (200 XP) his shoulder, “What can I do for you today, my friend?”
Pact of the Chain (Oogra). Dariel knows the Find Familiar “I’ve got a project I’m working on,” the gnome said, brushing
spell and can cast it as a ritual. His familiar is Oogra, an aye aye black hairs from his grimy shirt and taking a seat, “a complex
lemur (p.90). Dariel can communicate telepathically with Oogra mechanism. I need sharp wits and a steady hand.”
and perceive through her senses as long as she is on the same
“I think I have just the thing.” Dariel rose and pantomimed
plane of existence. Additionally, while perceiving through her
rummaging through boxes of vials as he circled the room. He knew
senses, he can speak through Oogra in his own voice. When he
exactly what he was aiming for, of course, but the theatrics were
takes the Attack action, he can forgo one of his own attacks to
important. With a flourish, he produced a vial of blue liquid.
allow Oogra to make one attack of her own.
“A tonic to heighten the senses, to focus mental acuity, to
False Identity. Dariel has created a second identity, including
maximise manual dexterity. A taste, please.”
relevant documents, contacts and disguises. In addition, he
can forge documents and mimic handwriting as long as he has He poured a few drops onto the gnome’s tongue, and he smacked
seen an example of the kind of document or a sample of the his lips. The gnome’s eyes widened as the potion took effect.
handwriting. “Everything is so clear, I’ve the eyes of a hawk! The mind of a
Fey Ancestry. Dariel has advantage on saving throws against sage! The hands of-” the gnome began to reach for the vial, but
being charmed, and magic cannot put him to sleep. Dariel withdrew, holding out his hand for payment.
Pact Magic. Dariel is a 4th-level spellcaster. His spellcasting “I’ve only ten silver, no more. I trust that will be enough for four
ability is Charisma (spell save DC 14, +6 to hit with spell or five bottles?”
attacks). He regains expended spell slots after a short or long Dariel glanced at the lemur. Twelve crowns, rolled up in his sleeves.
rest, and knows the following warlock spells: “I’m afraid I could not let these go for any less than twelve gold
Cantrips: friends, minor illusion, prestidigitation pieces. If that is all, my friend, I shall bid you good day.” Dariel
2 2nd-level spell slots: charm person, enthrall, expeditious moved to return the vial.
retreat, illusory script, suggestion “Wait, wait!” the gnome started unrolling his sleeves, “seems I’ve
some gold I forgot about…”
Actions The gnome left with a whole box of vials; Dariel was able to
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. cut him a deal – just twenty silver and sixteen copper for the
Hit: 3 (1d4 + 1) piercing damage. remainder.
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage.
Fey Presence (Recharges after a Short or Long Rest). Dariel
projects the beguiling and fearsome presence of the fey, causing
each creature in a 10-foot cube originating from him to make a DC
14 Wisdom saving throw. Creatures that fail their saving throw are
either charmed or frightened by him, his choice, until the end of
his next turn.
Weapons, Armor & Items
Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
of suggestion, 14gp, 26sp, 30cp, 3 gems each worth 5gp

89
Dariel Chaime (level 8) Reactions
Medium humanoid (half elf), chaotic neutral Misty Escape (Recharges after a Short or Long Rest). When
Class Warlock (lvl 8) Armor Class 11 Dariel takes damage he can turn invisible and teleport up to 60 feet
Background Charlatan Hit Points 43 (8d8) to an unoccupied space he can see. He remains invisible until the
Occupation Swindler Speed 30 ft. start of a his next turn or until he attacks or casts a spell.
STR DEX CON INT WIS CHA Weapons, Armor & Items
8 (–1) 13 (+1) 10 (+0) 14 (+2) 14 (+2) 20 (+5) Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
Saving Throws Wisdom +5, Charisma +8 of suggestion, 14gp, 42sp, 30cp, 3 gems each worth 5gp
Skills Deception +8, Insight +5, Perception +5, Performance +8,
Persuasion +8, Sleight of Hand +4; Tools Disguise Kit, Forgery
Kit Oogra
Senses darkvision 60 ft., passive Perception 15 Tiny Beast (Aye Aye), Chaotic Neutral
Languages Common, Elvish, Sylvan Armor Class 12
Challenge 3 (700 XP) Hit Points 2 (1d4)
Pact of the Chain (Oogra). Dariel knows the Find Familiar Speed 30 ft., climb 30 ft.
spell and can cast it as a ritual. His familiar is Oogra, an aye aye STR DEX CON INT WIS CHA
lemur (p.90). Dariel can communicate telepathically with Oogra 6 (–2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 8 (+0)
and perceive through her senses as long as she is on the same
plane of existence. Additionally, while perceiving through her Skills Insight +4, Perception +4, Stealth +4
senses, he can speak through Oogra in his own voice. When he Senses darkvision 60 ft., passive Perception 14
takes the Attack action, he can forgo one of his own attacks to Languages Can communicate telepathically with Dariel, under-
allow Oogra to make one attack of her own. stands Common, Elvish, and Sylvan but cannot speak.
Challenge 0 (10 XP)
Bewitching Whispers (1/day). Dariel can cast compulsion once
using a spell slot. Percussive Finger. By tapping a surface or object, Oogra
can discover hollow spaces and other means of physical
Dreadful Word (1/day). Dariel can cast confusion once using a
concealment.
spell slot.
False Identity. Dariel has created a second identity, including Actions
relevant documents, contacts and disguises. In addition, he Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit:
can forge documents and mimic handwriting as long as he has 2 (1d4) piercing damage.
seen an example of the kind of document or a sample of the
handwriting.
Fey Ancestry. Dariel has advantage on saving throws against Dariel in Your Game
being charmed, and magic cannot put him to sleep.
Dariel is the keeper of a shop selling all manner of potions and
Misty Visions. Dariel can cast silent image at will, without elixirs – any of which may be required, or simply desired, by the
expending a spell slot or material components. players. Whether he gives them what they actually want or need
Pact Magic. Dariel is a 8th-level spellcaster. His spellcasting is an entirely different matter, and entirely at his, or rather your,
ability is Charisma (spell save DC 16, +8 to hit with spell discretion.
attacks). He regains expended spell slots after a short or long Quest Hook. The party needs something, and are told that
rest, and knows the following warlock spells: Dariel Chaime is the only person around who may have it.
Cantrips: friends, minor illusion, prestidigitation He will attempt to send the party on a quest to collect a “vital
2 4th-level spell slots: charm person, enthrall, expeditious retreat, ingredient” for what they seek. Should they see through his
fear, hypnotic pattern, illusory script, major image, remove curse, ruse, he will laugh it off and could become a useful source of
suggestion arcane supplies (assuming they give him no opening for further
mischief). Should they fall for it, he will produce the, already
Actions very much complete, item upon their return.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage.
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage.
Fey Presence (Recharges after a Short or Long Rest). Dariel
projects the beguiling and fearsome presence of the fey, causing
each creature in a 10-foot cube originating from him to make a DC
16 Wisdom saving throw. Creatures that fail their saving throw are
either charmed or frightened by him, his choice, until the end of
his next turn.

90
Fey Presence (Recharges after a Short or Long Rest). Dariel
Dariel Chaime (level 12) projects the beguiling and fearsome presence of the fey, causing
Medium humanoid (half elf), chaotic neutral
each creature in a 10-foot cube originating from him to make a DC
Class Warlock (lvl 12) Armor Class 12 17 Wisdom saving throw. Creatures that fail their saving throw are
Background Charlatan Hit Points 63 (12d8) either charmed or frightened by him, his choice, until the end of
Occupation Swindler Speed 30 ft. his next turn.
STR DEX CON INT WIS CHA Reactions
8 (–1) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 20 (+5)
Beguiling Defenses. If a creature attempts to charm Dariel, he
Saving Throws Wisdom +6, Charisma +9
forces the creature to make a DC 17 Wisdom saving throw or
Skills Deception +9, Insight +6, Perception +6, Performance +9,
be charmed by him for 1 minute or until the creature takes any
Persuasion +9, Sleight of Hand +6; Tools Disguise Kit, Forgery
damage.
Kit
Condition Immunities charmed Misty Escape (Recharges after a Short or Long Rest). When
Senses darkvision 60 ft., passive Perception 16 Dariel takes damage he can turn invisible and teleport up to 60 feet
Languages Common, Elvish, Sylvan to an unoccupied space he can see. He remains invisible until the
Challenge 4 (1,100 XP) start of a his next turn or until he attacks or casts a spell.
Pact of the Chain (Oogra). Dariel knows the Find Familiar Weapons, Armor & Items
spell and can cast it as a ritual. His familiar is Oogra, an aye aye Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
lemur (p.90). Dariel can communicate telepathically with Oogra of suggestion, 14gp, 62sp, 30cp, 3 gems each worth 5gp
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. When he
takes the Attack action, he can forgo one of his own attacks to
allow Oogra to make one attack of her own.
Bewitching Whispers (1/day). Dariel can cast compulsion once
using a spell slot.
Dreadful Word (1/day). Dariel can cast confusion once using a
spell slot.
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.
Fey Ancestry. Dariel has advantage on saving throws against
being charmed, and magic cannot put him to sleep.
Misty Visions. Dariel can cast silent image at will, without
expending a spell slot or material components.
Mystic Arcanum. Dariel may cast conjure fey as a 6th level spell
once per day.
Pact Magic. Dariel is a 12th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: friends, mage hand, minor illusion, prestidigitation
3 5th-level spell slots: charm person, dream, enthrall, expeditious
retreat, fear, hypnotic pattern, illusory script, major image, remove
curse, scrying, suggestion
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.
One With Shadows. When he is in an area of dim light or
darkness, Dariel becomes invisible until he moves or takes an
action or reaction.

91
Dariel Chaime (level 16) Actions
Medium humanoid (half elf), chaotic neutral Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Class Warlock (lvl 16) Armor Class 13 Hit: 5 (1d4 + 3) piercing damage.
Background Charlatan Hit Points 83 (16d8) Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
Occupation Swindler Speed 30 ft. creature. Hit: 5 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA One With Shadows. When he is in an area of dim light or
8 (–1) 17 (+3) 10 (+0) 14 (+2) 14 (+2) 20 (+5) darkness, Dariel becomes invisible until he moves or takes an
action or reaction.
Saving Throws Wisdom +7, Charisma +10
Dark Delirium (Recharges after a Short or Long Rest. Dariel
Skills Deception +10, Insight +7, Perception +7, Performance
can choose a creature he can see within 60 feet and attempt to
+10, Persuasion +10, Sleight of Hand +8; Tools Disguise Kit,
charm or frighten it with an illusory realm of his creation. The
Forgery Kit
creature must make a DC 18 Wisdom saving throw or be charmed
Condition Immunities charmed
or frightened (Dariel’s choice) for 1 minute, or until Dariel’s
Senses darkvision 60 ft., passive Perception 17
concentration is broken, seeing only itself, Dariel, and the illusion
Languages Common, Elvish, Sylvan
for the duration.
Challenge 5 (1,800 XP)
Pact of the Chain (Oogra). Dariel knows the Find Familiar Fey Presence (Recharges after a Short or Long Rest). Dariel
spell and can cast it as a ritual. His familiar is Oogra, an aye aye projects the beguiling and fearsome presence of the fey, causing
lemur (p.90). Dariel can communicate telepathically with Oogra each creature in a 10-foot cube originating from him to make a DC
and perceive through her senses as long as she is on the same 18 Wisdom saving throw. Creatures that fail their saving throw are
plane of existence. Additionally, while perceiving through her either charmed or frightened by him, his choice, until the end of
senses, he can speak through Oogra in his own voice. When he his next turn.
takes the Attack action, he can forgo one of his own attacks to Reactions
allow Oogra to make one attack of her own.
Beguiling Defenses. If a creature attempts to charm Dariel, he
Bewitching Whispers (1/day). Dariel can cast compulsion once
forces the creature to make a DC 18 Wisdom saving throw or
using a spell slot.
be charmed by him for 1 minute or until the creature takes any
Dreadful Word (1/day). Dariel can cast confusion once using a damage.
spell slot.
Misty Escape (Recharges after a Short or Long Rest). When
False Identity. Dariel has created a second identity, including Dariel takes damage he can turn invisible and teleport up to 60 feet
relevant documents, contacts and disguises. In addition, he to an unoccupied space he can see. He remains invisible until the
can forge documents and mimic handwriting as long as he has start of a his next turn or until he attacks or casts a spell.
seen an example of the kind of document or a sample of the
handwriting. Weapons, Armor & Items
Fey Ancestry. Dariel has advantage on saving throws against Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
being charmed, and magic cannot put him to sleep. of suggestion, 84gp, 120sp, 3 gems each worth 5gp
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.
Mystic Arcanum. Dariel may cast conjure fey as a 6th-level spell
once per day, etherealness as a 7th-level spell once per day, and
dominate monster as an 8th-level spell once per day.
Otherworldly Leap. Dariel can cast jump on himself at will,
without expending a spell slot or material components.
Pact Magic. Dariel is a 16th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: friends, mage hand, minor illusion, prestidigitation
3 5th-level spell slots: charm person, dispel magic, dream,
enthrall, expeditious retreat, fear, hold person. Hypnotic pattern,
illusory script, major image, remove curse, scrying, suggestion

92
Pact Magic. Dariel is a 20th-level spellcaster. His spellcasting
Dariel Chaime (level 20) ability is Charisma (spell save DC 19, +11 to hit with spell
Medium humanoid (half elf), chaotic neutral
attacks). He regains expended spell slots after a short or long
Class Warlock (lvl 20) Armor Class 14 rest, and knows the following warlock spells:
Background Charlatan Hit Points 103 (20d8) Cantrips: friends, mage hand, minor illusion, prestidigitation
Occupation Swindler Speed 30 ft.
4 5th-level spell slots: banishment, charm person, dispel magic,
STR DEX CON INT WIS CHA dream, enthrall, expeditious retreat, fear, gaseous form, hold
8 (–1) 19 (+4) 10 (+0) 14 (+2) 14 (+2) 20 (+5) person. Hypnotic pattern, illusory script, major image, remove
Saving Throws Wisdom +8, Charisma +11 curse, scrying, suggestion
Skills Deception +11, Insight +8, Perception +8, Performance Witch Sight. Dariel can see the true form of any shapechanger
+11, Persuasion +11, Sleight of Hand +10; Tools Disguise Kit, or creature concealed by illusion or transmutation magic while
Forgery Kit the creature is within 30 feet of him and within line of sight.
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 18 Actions
Languages Common, Elvish, Sylvan Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Challenge 7 (2,900 XP) Hit: 6 (1d4 + 4) piercing damage.
Pact of the Chain (Oogra). Dariel knows the Find Familiar Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one
spell and can cast it as a ritual. His familiar is Oogra, an aye aye creature. Hit: 6 (1d4 + 4) piercing damage.
lemur (p.90). Dariel can communicate telepathically with Oogra One With Shadows. When he is in an area of dim light or
and perceive through her senses as long as she is on the same darkness, Dariel becomes invisible until he moves or takes an
plane of existence. Additionally, while perceiving through her action or reaction.
senses, he can speak through Oogra in his own voice. When he
Dark Delirium (Recharges after a Short or Long Rest. Dariel
takes the Attack action, he can forgo one of his own attacks to
can choose a creature he can see within 60 feet and attempt to
allow Oogra to make one attack of her own.
charm or frighten it with an illusory realm of his creation. The
Bewitching Whispers (1/day). Dariel can cast compulsion once creature must make a DC 19 Wisdom saving throw or be charmed
using a spell slot. or frightened (Dariel’s choice) for 1 minute, or until Dariel’s
Dreadful Word (1/day). Dariel can cast confusion once using a concentration is broken, seeing only itself, Dariel, and the illusion
spell slot. for the duration.
Eldritch Master (1/day). Dariel can spend one minute entreat- Fey Presence (Recharges after a Short or Long Rest). Dariel
ing his patron to regain all his expended spell slots from his Pact projects the beguiling and fearsome presence of the fey, causing
Magic feature. each creature in a 10-foot cube originating from him to make a DC
False Identity. Dariel has created a second identity, including 19 Wisdom saving throw. Creatures that fail their saving throw are
relevant documents, contacts and disguises. In addition, he either charmed or frightened by him, his choice, until the end of
can forge documents and mimic handwriting as long as he has his next turn.
seen an example of the kind of document or a sample of the Reactions
handwriting.
Fey Ancestry. Dariel has advantage on saving throws against Beguiling Defenses. If a creature attempts to charm Dariel, he
being charmed, and magic cannot put him to sleep. forces the creature to make a DC 19 Wisdom saving throw or
be charmed by him for 1 minute or until the creature takes any
Master of Myriad Forms. Dariel can cast alter self at will,
damage.
without expending a spell slot.
Misty Escape (Recharges after a Short or Long Rest). When
Misty Visions. Dariel can cast silent image at will, without
Dariel takes damage he can turn invisible and teleport up to 60 feet
expending a spell slot or material components.
to an unoccupied space he can see. He remains invisible until the
Mystic Arcanum.Dariel may cast conjure fey as a 6th-level start of a his next turn or until he attacks or casts a spell.
spell once per day, etherealness as a 7th-level spell once per day,
dominate monster as an 8th-level spell once per day, and true Weapons, Armor & Items
polymorph as a 9th-level spell once per day. Exotic fine clothes, dagger, 4 darts, component pouch, 5 potions
Otherworldly Leap. Dariel can cast jump on himself at will, of suggestion, 140gp, 120sp, 3 gems each worth 5gp
without expending a spell slot or material components.

93
linger too long however, her itchy feet soon moved her on to a new
Enna Moonwhisper city, and soon after that, another. That was years ago, and she still
Medium humanoid (wood elf), chaotic neutral
has yet to return home; part of her fears what her family will say or
Class Fighter (lvl 1) Armor Class 14 (leather) do when she returns.
Background Guild Artisan Hit Points 12 (1d10 + 2) Most recently, Enna has settled in to a double life. Crafting
Occupation Fletcher Speed 35 ft. beautiful bows, and masterful arrows by day, rubbing shoulders
STR DEX CON INT WIS CHA and sharing stories with brigands and thieves in the local taverns
13 (+1) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 8 (–1) by night.
Saving Throws Strength +3, Constitution +4 Personality Traits
Skills Acrobatics +5, Insight +3, Persuasion +1, Survival +3;
“Anything worth doing is worth doing right.” Enna can’t help being
Tools Woodcarver’s Tools
a perfectionist. This often results in others resenting her for her
Senses darkvision 60 ft., passive Perception 11
snobbish attitude.
Languages Common, Elvish
Challenge 1 (200 XP) Ideals
Fey Ancestry. Enna has advantage on saving throws against “I want it all. I don’t much care about ‘how’” Enna wants many
being charmed, and magic cannot put her to sleep. things out of life, to experience anything and everything it has to
Fighting Style (Archery). Enna gains a +2 to attack rolls with offer, most of which she will never have unless by illegal means,
ranged weapons. and she knows it.
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild,
Bonds
including lodging and food, funeral expenses, “I’ll handle this one, shall I?” Her best friends
use of a guild hall, legal defense, and access to are a bunch of brigands and thieves. Sometimes
allied politicians. she joins them in their escapades, but only
if she can be in charge of the planning. She
Second Wind (Recharges after a Short or Long
misses her family but is constantly wary
Rest). On her turn Enna can use a bonus action to
of encountering her brothers who
regain 1d10 + 1 hit points.
might be looking for her.
Trance. Enna does not sleep. Instead, she meditates
for four hours each night. This grants her the benefit of Flaws
a long rest. “Of course I will! Why? Shouldn’t I?”
She sometimes lacks a moral compass
Actions
and has more than one regret about her
Longsword. Melee Weapon Attack: +3 to hit, reach 5 past deeds. The thought of acquiring wealth
ft., one creature. Hit: 5 (1d8 + 1) slashing damage and valuable things sets a fire inside her that
or 6 (1d10 + 1) if used with two hands. can only be extinguished by obtaining them.
Longbow. Ranged Weapon Attack: +7 to hit, range But once she has them, she often no longer
150/600 ft., one creature. Hit: 7 (1d8 + 3) desires them. More often than not, she is
piercing damage. too quick to trust people, being naive to the
motivations and intentions of others.
Overview
Enna spent her childhood climbing high
Roleplaying Enna
in the trees and walking softly on the Enna is not easily offended and falsely assumes
forest floors. She was the youngest of her that other people feel the same way. She will often
siblings and, often left to her own devices, insult others without meaning to with the words she chooses, and is
wandered the furthest, sometimes not quick to dismiss the feelings of others if they do appear offended.
returning home for days at a time. She She is very flirtatious with humans and elves, but rarely finds a
learned to craft bows, fletch arrows, partner who can match her in personality and willpower.
and hunt from her father and Although she is a capable fighter, she is wise enough to retreat
older brothers. when she is outnumbered or out of her league.
After decades of a somewhat “Don’t be a fool! We don’t stand a chance if we take the guards
solitary existence in the forest, she found a road and, assuming that head on, we’re going to need a diversion...”
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.
Weapons, Armor & Items
She found a small village, then continuing on the road, eventually
Longbow, longsword, leather armor, quiver with 20 arrows, 4gp,
found a town. Traveling further still, she came upon that which
21sp, 34cp, rowan bead necklace
she sought—a city—and decided to stay a while, freelancing her
crafting skills to make just enough coin to get by. Unwilling to

94
Enna Moonwhisper (Level 4) BOTTOMS UP
Medium humanoid (wood elf), chaotic neutral The dwarf ’s head hit the table with a rebounding thud, met with a
weak cheer from the handful of drinkers still conscious enough
Class Fighter (lvl 4) Armor Class 15 (leather)
to notice.
Background Guild Artisan Hit Points 36 (4d10 + 8)
Occupation Fletcher Speed 35 ft. “Well,” slurred Enna’s last remaining competitor, slamming her
cup down on the table, “I wouldn’t have thought you’d have it in
STR DEX CON INT WIS CHA you. A poxy wood elf...”
13 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (–1)
This was what Enna lived for; she’d spent weeks trying to coax a
Saving Throws Strength +3, Constitution +4 conversation out of this woman, and this was the most words she’d
Skills Acrobatics +6, Insight +4, Persuasion +1, Survival +4; heard her say at any one time.
Tools Woodcarver’s Tools “What? Didn’t think I could out-drink a beaten-up battle-axe
Senses darkvision 60 ft., passive Perception 12 like you?”
Languages Common, Elvish
There was a pause. Then the woman snorted with laughter,
Challenge 2 (450 XP)
spraying foam into Enna’s hair. She didn’t even mind.
Action Surge (Recharges after a Short or Long Rest). On her
The battle-axe motioned for more ale, which the barkeep brought,
turn, Enna can take an additional action on top of her normal
along with a look that said he really would have liked to have shut
action and possible bonus action.
up shop by now, that the pair chose not to acknowledge.
Fey Ancestry. Enna has advantage on saving throws against
Enna decided to push her luck with her usually-silent companion.
being charmed, and magic cannot put her to sleep.
“I have a few more rounds in me if you have. I take from your
Fighting Style (Archery). Enna gains a +2 to attack rolls with
tone that you are not used to being bested by wood elves...”
ranged weapons (included in the attack).
The woman paused, took an inhumanly large swig and then
Guild Membership. For a monthly payment of 5 gp, Enna has
answered with a quiet ferocity into her mug, “I’m not bested
the benefits of being part of a fletchers’ guild, including lodging
by anybody.”
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians. This was why she had come to the city; character. The woods were
wonderfully serene, but there was no grime, no coarseness. It had
Improved Critical. Enna scores critical hits on rolls of 19 and 20.
been her home, though; she didn’t know if she could say the same
Second Wind (Recharges after a Short or Long Rest). On her of her current surroundings.
turn Enna can use a bonus action to regain 1d10 + 4 hit points.
Something must have shown in her face - her new friend leaned in
Trance. Enna does not sleep. Instead, she meditates for four conspiratorially.
hours each night. This grants her the benefit of a long rest.
“Listen, some prissy elf wants me to be her bodyguard while she
Actions 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.”
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) if used “The west crypt? Isn’t that place full of goblins?”
with two hands. The woman fixed her a stare. “Soon it will be full of dead goblins.”
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one “Right!” said Enna, finishing her drink and unsteadily getting to
creature. Hit: 8 (1d8 + 4) piercing damage. her feet, “When do we start?”

Weapons, Armor & Items


Longbow, longsword, leather armor, quiver with 20 arrows, 15gp,
21sp, 34cp, rowan bead necklace

95
Enna Moonwhisper (Level 8) Enna in Your Game
Medium humanoid (wood elf), chaotic neutral
Flitting between the dingiest taverns and back-alley saloons,
Class Fighter (lvl 8) Armor Class 16 (leather) Enna stands apart as a bright rose amongst thorns. She is eager
Background Guild Artisan Hit Points 68 (8d10 + 16) for conversation with interesting characters, so is likely to make
Occupation Fletcher Speed 35 ft. the first move in approaching the party, and would rather stay
STR DEX CON INT WIS CHA up talking into the night than return to her quarters.
13 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (–1) Quest Hook. A mysterious wood elf appears in town and is
Saving Throws Strength +4, Constitution +5 willing to pay handsomely for any information regarding the
Skills Acrobatics +8, Insight +6, Persuasion +2, Survival +6; whereabouts of his sister, who has been missing for many years.
Tools Woodcarver’s Tools Based on his description, the party tracks down Enna, who
Senses darkvision 60 ft., passive Perception 13 implores them to keep her secret.
Languages Common, Elvish
Challenge 4 (1,100 XP)
Action Surge (Recharges after a Short or Long Rest). On her
turn, Enna can take an additional action on top of her normal
action and possible bonus action.
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons (included in the attack).
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Improved Critical. Enna scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Enna can add half her proficiency bonus
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 1
foot.
Second Wind (Recharges after a Short or Long Rest). On her
turn Enna can use a bonus action to regain 1d10 + 8 hit points.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Actions
Multiattack. Enna makes two weapon attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) if used
with two hands.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Weapons, Armor & Items
Longbow, longsword, leather armor, quiver with 20 arrows, 15gp,
35sp, 34cp, rowan bead necklace

96
Enna Moonwhisper (Level 12) Actions
Medium humanoid (wood elf), chaotic neutral Multiattack. Enna makes three weapon attacks.
Class Fighter (lvl 12) Armor Class 16 (leather) Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Background Guild Artisan Hit Points 100 (12d10 + 24) creature. Hit: 7 (1d8 + 3) slashing damage or 6 (1d10 + 1) if used
Occupation Fletcher Speed 35 ft. with two hands.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
13 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (–1) one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Strength +5, Constitution +6 Weapons, Armor & Items
Skills Acrobatics +9, Insight +7, Persuasion +3, Survival +7; Longbow, longsword, leather armor, quiver with 20 arrows, 80gp,
Tools Woodcarver’s Tools 50sp, rowan bead necklace
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Challenge 5 (1,800 XP)
Action Surge (Recharges after a Short or Long Rest). On her
turn, Enna can take an additional action on top of her normal
action and possible bonus action.
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep. To do:
Fighting Style (Archery). Enna gains a +2 to attack rolls with
Akirro (no last name
ranged weapons (included in the attack).
given)- 30
Fighting Style (Dueling). When using a melee weapon in one broadheads
hand and no other weapons, Enna deals +2 damage with that
weapon (included in the attack). (if he bothers to collec
Guild Membership. For a monthly payment of 5 gp, Enna has t them this
the benefits of being part of a fletchers’ guild, including lodging time. Low priority)
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Improved Critical. Enna scores critical hits on rolls of 19 and 20. Vanara Lothaen - 12
Indomitable (1/day). Enna can reroll a failed saving throw. broadheads
Remarkable Athlete. Enna can add half her proficiency bonus
(grooved)
(+2) to any Strength, Dexterity, or Constitution check that (push the price - she
doesn’t already use her proficiency bonus. Additionally, the seems to be
distance Enna covers with a running long jump increases by 1 doing well for herself)
foot.
Second Wind (Recharges after a Short or Long Rest). On her
turn Enna can use a bonus action to regain 1d10 + 1 hit points.
Dustan Kinreed - 20
Trance. Enna does not sleep. Instead, she meditates for four spiral fletched
hours each night. This grants her the benefit of a long rest. bodkins (Save the good
steel- he
couldn’t hit a tree in
the forest)

97
Enna Moonwhisper (Level 16) Actions
Medium humanoid (wood elf), chaotic neutral Multiattack. Enna makes three weapon attacks.
Class Fighter (lvl 16) Armor Class 16 (leather) Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Background Guild Artisan Hit Points 132 (16d10 + 32) creature. Hit: 7 (1d8 + 6) slashing damage or 6 (1d10 + 1) if used
Occupation Fletcher Speed 35 ft. with two hands.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
13 (+1) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Strength +6, Constitution +7 Weapons, Armor & Items
Skills Acrobatics +10, Insight +10, Persuasion +4, Survival +10; Longbow, longsword, leather armor, quiver with 20 arrows,
Tools Woodcarver’s Tools 100gp, 90sp, rowan bead necklace
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On her
turn, Enna can take an additional action on top of her normal
action and possible bonus action.
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons (included in the attack).
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Enna deals +2 damage with that
weapon (included in the attack).
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Indomitable (2/day). Enna can reroll a failed saving throw.
Remarkable Athlete. Enna can add half her proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 2
feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn Enna can use a bonus action to regain 1d10 + 16 hit points.
Superior Critical. Enna scores critical hits on rolls of 18 – 20.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

98
Enna Moonwhisper (Level 20) Actions
Medium humanoid (wood elf), chaotic neutral Multiattack. Enna makes four weapon attacks.
Class Fighter (lvl 20) Armor Class 16 (leather) Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Background Guild Artisan Hit Points 164 (20d10 + 40) creature. Hit: 7 (1d8 + 3) slashing damage or 7 (1d10 + 1) if used
Occupation Fletcher Speed 35 ft. with two hands.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
15 (+2) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) one creature. Hit: 9 (1d8 + 5) piercing damage.
Saving Throws Strength +8, Constitution +8 Weapons, Armor & Items
Skills Acrobatics +11, Insight +11, Persuasion +5, Survival +11; Longbow, longsword, leather armor, quiver with 20 arrows,
Tools Woodcarver’s Tools 125gp, 200sp, rowan bead necklace
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish
Challenge 8 (3,900 XP)
Action Surge (Recharges after a Short or Long Rest). On her
turn, Enna can take an additional action on top of her normal
action and possible bonus action.
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons (included in the attack).
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Enna deals +2 damage with that
weapon (included in the attack).
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Indomitable (3/day). Enna can reroll a failed saving throw.
Remarkable Athlete. Enna can add half her proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 2
feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn Enna can use a bonus action to regain 1d10 + 20 hit points.
Superior Critical. Enna scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of her turns, if Enna has 81
or fewer hit points, she regains 7 hit points. She does not gain
this benefit if she has 0 hit points.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

99
Frug Timbers Overview
Small humanoid (rock gnome), chaotic neutral Frug usually keeps to himself and has very few friends. He spends
his time in his master’s shop tinkering at various mechanical
Class Rogue (lvl 1) Armor Class 13 (leather)
oddities. Each of them serves as an outlet for Frug’s genius and as a
Background Guild Artisan Hit Points 10 (1d8+2)
source of unending frustration.
Occupation Tinker Speed 25 ft.
He spends his time with his head down and mind focussed on
STR DEX CON INT WIS CHA his inventions in an effort to keep his mind occupied, otherwise
10 (+0) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 8 (–1) it festers on thoughts and aspirations of Sunali. He first met her
Saving Throws Dexterity +4, Intelligence +5 when his guild was commissioned with crafting a wedding present
Skills Insight +5, Investigation +7, Perception +3, Persuasion +1, for the eldest daughter of Lord Braskot, the head of a local noble
Sleight of Hand +4, Stealth +4; Tools Tinker’s Tools family. Sunali is the youngest of the four sisters, petite, and soft
Senses darkvision 60 ft., passive Perception 13 spoken. Frug fell in love at first sight when he and his master went
Languages Common, Gnomish, Elvish to Lord Braskot’s home to present him with a selection of fine
Challenge 1/4 (50 XP) craftworks from various members of the guild.
Sneak Attack (1/turn). Frug can deal an extra 1d6 damage to Lord Braskot invited them into his study to present their wares,
one creature he hits with an attack if he has advantage on the then brought in his three youngest daughters so each could
attack roll. The attack must use a finesse or ranged weapon. He pick a gift for their sister. When Sunali could not decide, Frug
doesn’t need advantage on the attack roll if another enemy of the awkwardly interjected, offering to craft her something personally
target is within 5 feet of it, that enemy isn’t incapacitated, to her exact specifications. She asked for a music box that would
and he doesn’t have disadvantage on the attack roll. play a tune which she hummed for him. He could barely hide
Artificer’s Lore. When Frug makes a History his overwhelming bliss as he listened. His bliss was quickly
check related to magic items, alchemical objects, squelched however as the Lord asked “Well boy, can you do it?”
or technological devices, he can double his Frug looked up at him and said “Of course, M’Lord, it will be
proficiency bonus. done in no time,” then turning and speaking to Sunali, “and it
Expertise (Insight, Investigation). will have a dancing angel adorned in the finest jewels.” In the
Frug doubles his proficiency bonus to end he would never deliver the music box, bringing shame
checks with his Expertise skills. to himself and to his guild, but especially his master.
Gnome Cunning. Frug has advantage on Personality Traits
all Intelligence, Wisdom, and Charisma saving
“Name your best price.” Frug doesn’t part from his coin
throws against magic.
easily and will haggle tirelessly for the best
Guild Membership. For a monthly payment of 5 gp, deal possible.
Frug has the benefits of being part of a tinkers’ guild,
including lodging and food, funeral expenses, use Ideals
of a guild hall, legal defense, and access to allied “‘Course my stuff ’s the best. Well, it will be...” He works
politicians. very hard to outdo others and be recognized as the best
Tinker. Frug can spend 1 hour and 10 gp worth of in his craft, but rarely do his inventions actually work.
materials to construct a tiny clockwork device. The
device ceases to function within 24 hours unless Bonds
he spends one hour repairing it to keep the device “One day, Sunali, one day...” He pursues wealth and power
functioning. He can disassemble the device to reclaim the to secure the love of a woman he cannot hope to have.
materials. Frug can have up to 3 devices at a time. He can either He is friendly with Orryn Turen (p.112) and often acts as a
create a clockwork toy, a firestarter, or a music box. shill, setting up cons on unsuspecting gamblers.

Actions Flaws
“Bah, you don’t look so big to me!” His love of drinking, chasing
Two-Weapon Fighting. When Frug makes a Dagger or Throwing
women, and boasting has nearly cost him his life more than once.
Knife attack, as a bonus action he can make a second attack. On a
hit, this attack deals 2 (1d4) piercing damage. Roleplaying Frug
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. He has a rather abrasive personality, relying more on his wits than
Hit: 4 (1d4 + 2) piercing damage. his charisma to get by. When it comes to fighting, he will often act
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., tough until the first punch is thrown or the first sword is drawn,
one creature. Hit: 4 (1d4+2) piercing damage. 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 throwing knives, magnifying goggles,
tinker’s tools, most of a music box, multitool

100
Frug Timbers (Level 4) Actions
Small humanoid (rock gnome), chaotic neutral Two-Weapon Fighting. When Frug makes a Dagger or Throwing
Class Rogue (lvl 4) Armor Class 13 (leather) Knife attack, as a bonus action he can make a second attack. On a
Background Guild Artisan Hit Points 31 (4d8+8) hit, this attack deals 2 (1d4) piercing damage.
Occupation Tinker Speed 25 ft. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 18 (+4) 12 (+1) 8 (–1) Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
one creature. Hit: 4 (1d4+2) piercing damage.
Saving Throws Dexterity +4, Intelligence +6
Skills Insight +5, Investigation +8, Perception +3, Persuasion +1, Weapons, Armor & Items
Sleight of Hand +4, Stealth +4; Tools Tinker’s Tools Leather apron, 2 daggers, 2 throwing knives, magnifying goggles,
Senses darkvision 60 ft., passive Perception 13 tinker’s tools, most of a music box, multitool
Languages Common, Gnomish, Elvish
Challenge 1 (200 XP) For a Song
Sneak Attack (1/turn). Frug can deal an extra 2d6 damage to The bazaar was heaving with big folk. As a rule, Frug hated crowds,
one creature he hits with an attack if he has advantage on the but he was getting desperate now. Another sleepless night of
attack roll. The attack must use a finesse or ranged weapon. He tinkering, trying to get that dratted music box to function, and
doesn’t need advantage on the attack roll if another enemy of the another morning of it stubbornly refusing to produce a note.
target is within 5 feet of it, that enemy isn’t incapacitated, and he Desperate times called for desperate measures. He pulled open the
doesn’t have disadvantage on the attack roll. flap of a gaudily decorated tent, and his nose was assaulted by a thick
Artificer’s Lore. When Frug makes a History check related to waft of incense. The woman, sat cross-legged by a low table, seemed
magic items, alchemical objects, or technological devices, he can expectant, though tieflings were difficult to read under the horns.
double his proficiency bonus. “Frug Timbers, sit with me.”
Cunning Action. On his turn, as a bonus action, Frug can take He found himself unsurprised that she knew his name. If what he’d
a Dash, Dodge, Disengage, or Hide action. Alternatively, he can heard about her was true, that was only the start of it. Uneasy, Frug
control his mage hand. took a seat on a luxuriant purple cushion across the table from her.
Expertise (Insight, Investigation). Frug doubles his proficiency “You will say you are here about a woman,” the tiefling said,
bonus to checks with his Expertise skills. pouring two cups of steaming, aromatic tea, “but I think otherwise.”
Gnome Cunning. Frug has advantage on all Intelligence, “Yes,” replied Frug, a little confused, “Sunali. I promised her a
Wisdom, and Charisma saving throws against magic. music box, but I can’t get the accursed thing to work. I just don’t
Guild Membership. For a monthly payment of 5 gp, Frug has have the skills.”
the benefits of being part of a tinkers’ guild, including lodging The tiefling smiled a secret smile.
and food, funeral expenses, use of a guild hall, legal defense, and “It can be done, of course, but all things have their price. A
access to allied politicians. balance which must be struck.”
Mage Hand Legerdemain. Frug can use his mage hand spell “Name it.”
to stow or retrieve an object in a container worn or carried “This will be your swan-song. You shall never speak another
by another creature, or use thieves’ tools to pick locks and word to Sunali Braskot as long as you live. This is the price for your
disarm traps at range. If he succeeds on a Sleight of Hand check music box.”
contested by the creature’s Perception, he can perform one of
“Isn’t coin good enough for you people anymore?”
these tasks without being noticed.
“If you wish to take this power then you must give something
Spellcasting. Frug is a 1st-level spellcaster. His spellcasting
more than gold in return. The balance demands it.”
ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). He has the following wizard spells prepared: “But... it’s for her. What purpose is there in finishing it if I can’t
talk to her? It’s all for her-”
Cantrips: firebolt, mage hand, minor illusion
The woman glanced at him casually over her cup, but to Frug, it
1st level (3 slots): charm person, magic missile, sleep,
felt like she was staring into his soul.
hideous laughter
“Is it?”
Tinker. Frug can spend 1 hour and 10 gp worth of materials to
construct a tiny clockwork device. The 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 firestarter, or a music box.

101
the device functioning. He can disassemble the device to reclaim
Frug Timbers (Level 8) the materials. Frug can have up to 3 devices at a time. He can
Small humanoid (rock gnome), chaotic neutral
either create a clockwork toy, a firestarter, or a music box.
Class Rogue (lvl 8) Armor Class 13 (leather)
Background Guild Artisan Hit Points 59 (8d8+16) Actions
Occupation Tinker Speed 25 ft. Two-Weapon Fighting. When Frug makes a Dagger or Throwing
STR DEX CON INT WIS CHA Knife attack, as a bonus action he can make a second attack. On a
10 (+0) 15 (+2) 14 (+2) 20 (+5) 12 (+1) 8 (–1) hit, this attack deals 2 (1d4) piercing damage.
Saving Throws Dexterity +5, Intelligence +8 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Skills Insight +7, Investigation +11, Perception +4, Persuasion Hit: 4 (1d4 + 2) piercing damage.
+5, Sleight of Hand +8, Stealth +5; Tools Tinker’s Tools Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
Senses darkvision 60 ft., passive Perception 14 one creature. Hit: 4 (1d4+2) piercing damage.
Languages Common, Gnomish, Elvish
Challenge 3 (700 XP)
Reactions
Sneak Attack (1/turn). Frug can deal an extra 4d6 damage to Uncanny Dodge. When Frug is hit with an attack from an attacker
one creature he hits with an attack if he has advantage on the that he can see, he can halve the attack’s damage.
attack roll. The attack must use a finesse or ranged weapon. He Weapons, Armor & Items
doesn’t need advantage on the attack roll if another enemy of the Leather apron, 2 daggers, 2 throwing knives, magnifying goggles,
target is within 5 feet of it, that enemy isn’t incapacitated, and he tinker’s tools, most of a music box, multitool
doesn’t have disadvantage on the attack roll.
Artificer’s Lore. When Frug makes a History check related to
magic items, alchemical objects, or technological devices, he can Frug in Your Game
double his proficiency bonus.
If the party have some complex equipment in need of repair or
Cunning Action. On his turn, as a bonus action, Frug can take
identification, they may find themselves in Frug’s workshop; his
a Dash, Dodge, Disengage, or Hide action. Alternatively, he can
customer service skills leave quite a bit to be desired, but he gets
control his mage hand.
the job done most of the time. Outside of business hours, Frug is
Evasion. When Frug is subjected to an effect that allows him usually to be found at a tavern, although he is far from sociable
to make a Dexterity saving throw to only take half damage, he unless he is a few drinks in.
takes no damage on a successful saving throw and half damage
Frug’s mechanical skills could be employed by the party if they
on a failed one.
needed to set up or disarm complicated traps or other such
Expertise (Insight, Investigation, Persuasion, Sleight of mechanisms.
Hand). Frug doubles his proficiency bonus to checks with his
Quest Hook. Frug requires a rare resource (perhaps miniscule
Expertise skills.
gemstones which form with age in the eyeballs of a powerful
Gnome Cunning. Frug has advantage on all Intelligence, monster), in order to complete his music box, and is willing to
Wisdom, and Charisma saving throws against magic. pay a fair price. If the music box is completed, how does Frug
Guild Membership. For a monthly payment of 5 gp, Frug has react to the culmination of his life’s work?
the benefits 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.
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.
Spellcasting. Frug is a 2nd-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). He has the following wizard spells prepared:
Cantrips: firebolt, mage hand, minor illusion
1st level (4 slots): charm person, magic missile, sleep,
hideous laughter
2nd level (2 slots): invisibility, scorching ray
Tinker. Frug can spend 1 hour and 10 gp worth of materials to
construct a tiny clockwork device. The device ceases to function
within 24 hours unless he spends one hour repairing it to keep

102
Spellcasting. Frug is a 4th-level spellcaster. His spellcasting
Frug Timbers (Level 12) ability is Intelligence (spell save DC 17, +9 to hit with spell
Small humanoid (rock gnome), chaotic neutral
attacks). He has the following wizard spells prepared:
Class Rogue (lvl 12) Armor Class 15 (leather) Cantrips: firebolt, friends, mage hand, minor illusion
Background Guild Artisan Hit Points 87 (12d8+24)
1st level (4 slots): charm person, magic missile, sleep,
Occupation Tinker Speed 25 ft.
hideous laughter
STR DEX CON INT WIS CHA 2nd level (3 slots): hold person, invisibility, mirror image,
10 (+0) 19 (+4) 14 (+2) 20 (+5) 12 (+1) 8 (–1) scorching ray
Saving Throws Dexterity +8, Intelligence +9 Tinker. Frug can spend 1 hour and 10 gp worth of materials to
Skills Insight +9, Investigation +13, Perception +5, Persuasion construct a tiny clockwork device. The device ceases to function
+7, Sleight of Hand +12, Stealth +8; Tools Tinker’s Tools within 24 hours unless he spends one hour repairing it to keep
Senses darkvision 60 ft., passive Perception 15 the device functioning. He can disassemble the device to reclaim
Languages Common, Gnomish, Elvish the materials. Frug can have up to 3 devices at a time. He can
Challenge 5 (1,800 XP) either create a clockwork toy, a firestarter, or a music box.
Sneak Attack (1/turn). Frug can deal an extra 6d6 damage to Actions
one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. He Two-Weapon Fighting. When Frug makes a Dagger or Throwing
doesn’t need advantage on the attack roll if another enemy of the Knife attack, as a bonus action he can make a second attack. On a
target is within 5 feet of it, that enemy isn’t incapacitated, and he hit, this attack deals 2 (1d4) piercing damage.
doesn’t have disadvantage on the attack roll. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Artificer’s Lore. When Frug makes a History check related to Hit: 6 (1d4 + 4) piercing damage.
magic items, alchemical objects, or technological devices, he can Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
double his proficiency bonus. one creature. Hit: 6 (1d4+4) piercing damage.
Cunning Action. On his turn, as a bonus action, Frug can take
Reactions
a Dash, Dodge, Disengage, or Hide action. Alternatively, he can
control his mage hand. Uncanny Dodge. When Frug is hit with an attack from an attacker
Evasion. When Frug is subjected to an effect that allows him that he can see, he can halve the attack’s damage.
to make a Dexterity saving throw to only take half damage, he Weapons, Armor & Items
takes no damage on a successful saving throw and half damage Leather apron, 2 daggers, 2 throwing knives, magnifying goggles,
on a failed one. tinker’s tools, most of a music box, multitool
Expertise (Insight, Investigation, Persuasion, Sleight of
Hand). Frug doubles his proficiency bonus to checks with his
Expertise skills.
Gnome Cunning. Frug has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Guild Membership. For a monthly payment of 5 gp, Frug has
the benefits 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.
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.
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 proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.

103
Spellcasting. Frug is a 5th-level spellcaster. His spellcasting
Frug Timbers (Level 16) ability is Intelligence (spell save DC 18, +10 to hit with spell
Small humanoid (rock gnome), chaotic neutral
attacks). He has the following wizard spells prepared:
Class Rogue (lvl 16) Armor Class 15 (leather) Cantrips: firebolt, friends, mage hand, minor illusion
Background Guild Artisan Hit Points 115 (16d8+32)
1st level (4 slots): charm person, magic missile, sleep,
Occupation Tinker Speed 25 ft.
hideous laughter
STR DEX CON INT WIS CHA 2nd level (3 slots): hold person, invisibility, mirror image,
10 (+0) 20 (+5) 14 (+2) 20 (+5) 13 (+1) 8 (–1) scorching ray
Saving Throws Dexterity +10, Intelligence +10, Wisdom +6 3rd level (3 slots): hypnotic pattern, lightning bolt, major image
Skills Insight +11, Investigation +15, Perception +6, Persuasion Tinker. Frug can spend 1 hour and 10 gp worth of materials to
+9, Sleight of Hand +15, Stealth +10; Tools Tinker’s Tools construct a tiny clockwork device. The device ceases to function
Senses darkvision 60 ft., passive Perception 16 within 24 hours unless he spends one hour repairing it to keep
Languages Common, Gnomish, Elvish the device functioning. He can disassemble the device to reclaim
Challenge 6 (2,300 XP) the materials. Frug can have up to 3 devices at a time. He can
Sneak Attack (1/turn). Frug can deal an extra 8d6 damage to either create a clockwork toy, a firestarter, or a music box.
one creature he hits with an attack if he has advantage on the Versatile Trickster. As a bonus action on his turn, Frug may
attack roll. The attack must use a finesse or ranged weapon. He designate a creature within 5 feet of his mage hand spell. He has
doesn’t need advantage on the attack roll if another enemy of the advantage on attack rolls against that creature until the end of
target is within 5 feet of it, that enemy isn’t incapacitated, and he the turn.
doesn’t have disadvantage on the attack roll.
Artificer’s Lore. When Frug makes a History check related to
Actions
magic items, alchemical objects, or technological devices, he can Two-Weapon Fighting. When Frug makes a Dagger or Throwing
double his proficiency bonus. Knife attack, as a bonus action he can make a second attack. On a
Blindsense. If Frug is able to hear, he is aware of the location of hit, this attack deals 2 (1d4) piercing damage.
any hidden or invisible creature within 10 ft. of him. Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Cunning Action. On his turn, as a bonus action, Frug can take Hit: 7 (1d4 + 5) piercing damage.
a Dash, Dodge, Disengage, or Hide action. Alternatively, he can Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
control his mage hand. ft., one creature. Hit: 7 (1d4+5) piercing damage.
Evasion. When Frug is subjected to an effect that allows him
Reactions
to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage Uncanny Dodge. When Frug is hit with an attack from an attacker
on a failed one. that he can see, he can halve the attack’s damage.
Expertise (Insight, Investigation, Persuasion, Sleight of Weapons, Armor & Items
Hand). Frug doubles his proficiency bonus to checks with his Leather apron, 2 daggers, 2 throwing knives, magnifying goggles,
Expertise skills. tinker’s tools, most of a music box, multitool
Gnome Cunning. Frug has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Guild Membership. For a monthly payment of 5 gp, Frug has
the benefits 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.
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.
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 proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.

104
Spell Thief (1/day). When Frug is targeted by a spell, or is
Frug Timbers (Level 20) included in its area of effect, he can attempt to steal it from the
Small humanoid (rock gnome), chaotic neutral
caster. The spellcaster must make a DC 19 saving throw using
Class Rogue (lvl 20) Armor Class 16 (leather) its spellcasting modifier. On a failed save, Frug is unaffected by
Background Guild Artisan Hit Points 143 (20d8+40) the spell and, if it is at least 1st-level and of a level he can cast, he
Occupation Tinker Speed 25 ft. can cast the spell using his spell slots for the next 8 hours. The
STR DEX CON INT WIS CHA spellcaster cannot use the spell for those 8 hours.
10 (+0) 20 (+5) 14 (+2) 20 (+5) 15 (+2) 8 (–1) Spellcasting. Frug is a 6th-level spellcaster. His spellcasting
Saving Throws Dexterity +11, Intelligence +11, Wisdom +8 ability is Intelligence (spell save DC 19, +11 to hit with spell
Skills Insight +14, Investigation +17, Perception +8, Persuasion attacks). He has the following wizard spells prepared:
+10, Sleight of Hand +17, Stealth +11; Tools Tinker’s Tools Cantrips: firebolt, friends, mage hand, minor illusion
Senses darkvision 60 ft., passive Perception 18 1st level (4 slots): charm person, magic missile, sleep,
Languages Common, Gnomish, Elvish hideous laughter
Challenge 7 (2,900 XP) 2nd level (3 slots): hold person, invisibility, mirror image,
Sneak Attack (1/turn). Frug can deal an extra 10d6 damage to scorching ray
one creature he hits with an attack if he has advantage on the 3rd level (3 slots): hypnotic pattern, lightning bolt, major image
attack roll. The attack must use a finesse or ranged weapon. He 4th level (1 slot): greater invisibility, wall of fire
doesn’t need advantage on the attack roll if another enemy of the Tinker. Frug can spend 1 hour and 10 gp worth of materials to
target is within 5 feet of it, that enemy isn’t incapacitated, and he construct a tiny clockwork device. The device ceases to function
doesn’t have disadvantage on the attack roll. within 24 hours unless he spends one hour repairing it to keep
Artificer’s Lore. When Frug makes a History check related to the device functioning. He can disassemble the device to reclaim
magic items, alchemical objects, or technological devices, he can the materials. Frug can have up to 3 devices at a time. He can
double his proficiency bonus. either create a clockwork toy, a firestarter, or a music box.
Blindsense. If Frug is able to hear, he is aware of the location of Stroke of Luck (Recharges after a Short or Long Rest). If Frug’s
any hidden or invisible creature within 10 ft. of him. attack misses a target within range, he can turn the miss into a
Cunning Action. On his turn, as a bonus action, Frug can take hit. Alternatively, if he fails an ability check, he can treat the d20
a Dash, Dodge, Disengage, or Hide action. Alternatively, he can roll as a 20.
control his mage hand. Versatile Trickster. As a bonus action on his turn, Frug may
Elusive. No attack rolls against Frug can have advantage as long designate a creature within 5 feet of his mage hand spell. He has
as he’s not incapacitated. advantage on attack rolls against that creature until the end of
Evasion. When Frug is subjected to an effect that allows him the turn.
to make a Dexterity saving throw to only take half damage, he Actions
takes no damage on a successful saving throw and half damage
on a failed one. Two-Weapon Fighting. When Frug makes a Dagger or Throwing
Expertise (Insight, Investigation, Persuasion, Sleight of Knife attack, as a bonus action he can make a second attack. On a
Hand). Frug doubles his proficiency bonus to checks with his hit, this attack deals 2 (1d4) piercing damage.
Expertise skills. Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Gnome Cunning. Frug has advantage on all Intelligence, Hit: 7 (1d4 + 5) piercing damage.
Wisdom, and Charisma saving throws against magic. Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Guild Membership. For a monthly payment of 5 gp, Frug has ft., one creature. Hit: 7 (1d4+5) piercing damage.
the benefits of being part of a tinkers’ guild, including lodging Reactions
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians. Uncanny Dodge. When Frug is hit with an attack from an attacker
Mage Hand Legerdemain. Frug can use his mage hand spell that he can see, he can halve the attack’s damage.
to stow or retrieve an object in a container worn or carried Weapons, Armor & Items
by another creature, or use thieves’ tools to pick locks and Leather apron, 2 daggers, 2 throwing knives, magnifying goggles,
disarm traps at range. If he succeeds on a Sleight of Hand check tinker’s tools, most of a music box, multitool
contested by the creature’s Perception, he can perform one of
these tasks without being noticed.
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 proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.

105
She’s won enough fights and enough gold to leave the fighting pits
Jana behind, but this life is all she’s known. She may not choose her
Medium humanoid (human), neutral
path, but at least now she chooses her fights. She has a reputation
Class Fighter (lvl 1) Armor Class 17 (halfplate) – a bad one – one that makes her desirable as hired muscle,
Background Gladiator Hit Points 12 (1d10 + 2) bodyguard or mercenary.
Occupation Mercenary Speed 30 ft. She does the job and earns the coin, but she’s seen the world for
STR DEX CON INT WIS CHA what it is. She’s seen the men in their finery, all silks and rings,
16 ( +3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0) blood-drunk at the pits; jeering, shouting, laughing as she bled and
Saving Throws Strength +5, Constitution +4 killed for them, and she’s not forgotten one face.
Skills Acrobatics +4, Athletics +5, Intimidation +2, Perception +3 Personality Traits
Senses passive Perception 13
“What was I going to do? Tart myself up and marry a blacksmith?”
Languages Common, Goblin
Most of Jana’s experiences with people living “normal” lives
Challenge 1 (200 XP)
have been with slavers and patrons of the fighting pits. She sees
By Popular Demand. Jana can always find a place to fight “womanly duties”, and even permanent employment, as another
professionally, and can expect free food and lodging at the venue form of servitude.
for each fight day.
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a Ideals
damage die for an attack she makes with a melee weapon that “If I don’t come out on top, I’ll at least
she is wielding with two hands, she can reroll the die and must come out standing.” Jana doesn’t care
use the new roll, even if it is a 1 or a 2. about wealth, success, or even victory.
Second Wind (Recharges after a Short or Long Rest). On her Jana’s priority is survival.
turn Jana can use a bonus action to regain 1d10 + 1 hit points.
Bonds
Actions “You need a slaver dead? I’ll slash my
prices. A goblin? That’s on the house.”
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Woe betide any slaver that walks into
creature. Hit: 8 (1d10 + 3) slashing damage.
the same tap-house as Jana. He will
Longsword. Melee Weapon Attack: +5 to hit, not be walking out again.
reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing
damage or 8 (1d10 + 3) if used with two Flaws
hands. “If I’ve not earned a drink, I need a
Longbow. Ranged Weapon drink. If I don’t need one, I’ve earned
Attack: +4 to hit, range one.” Jana is strong, but her experiences have
150/600 ft., one creature. Hit: made a profound psychological impact on
6 (1d8 + 2) piercing damage. her, which drink helps to quell. She’s still a
capable fighter when drunk, but meaner,
Overview more impatient. And she’s often drunk.
Jana was… young… when
the hobgoblins sacked her village. She can’t remember Roleplaying Jana
how young exactly. She remembers fire and iron and Jana is a woman of few words, and
screaming. She can’t remember her mother’s face, but she those few are not minced. People
remembers her screams. After divvying up spoils, the who talk too much, deliberate or
slavers thought it would be funny to see the little girl get twist words frustrate and anger
torn apart by wolves. They stopped laughing when the first her. If you need something hit with a
wolf died. glaive, let her know. Otherwise, she’ll be at the tavern “not wasting
Everything after that is blurry, violent. Training. Fighting. Killing. time”.
Aching muscles. The taste of blood. Growing strong. “I’ve killed bigger and uglier than you.
At some point money changes hands. “I paid a pretty price for Don’t get in my way.”
you.” The fat man has a dead tooth; she can smell every word.
“You’d best be worth it.” Weapons, Armor & Items
The memories grow clearer. Lodgings are more comfortable. Fights Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
are less frequent. She’s still expected to kill, but now she likes it. arrows, wolf fang necklace, 26sp, 2gp
Now she’s rewarded for it. Money buys drink. Drink helps her
sleep. She’s very strong now.

106
Jana (Level 4) Dead Man Walking
Medium humanoid (human), neutral The tavern door swung open, and the sudden bite of winter
bristled the hairs on the back of her neck.
Class Fighter (lvl 4) Armor Class 17 (halfplate)
Background Gladiator Hit Points 36 (4d10 + 8) She listened.
Occupation Mercenary Speed 30 ft. There was a heel to the stranger’s boots; they clipped on the bare
wooden floor. Silks rustled and jewelry clinked. A wealthy man
STR DEX CON INT WIS CHA
had no business in this dive.
18 ( +4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
She turned.
Saving Throws Strength +6, Constitution +4
His cloak was trimmed in spotted fur. The last time she’d seen
Skills Acrobatics +4, Athletics +6, Intimidation +2, Perception +3
fur like that, it had had its claws in her. He flipped a coin to the
Senses passive Perception 13
halfling on the flute as he swaggered to the bar.
Languages Common, Goblin
Challenge 2 (450 XP) “One for me, and one for my friend here.” He motioned towards
her. She turned away and said nothing.
Action Surge (Recharges after a Short or Long Rest). On her
turn, Jana can take an additional action on top of her normal The barman tucked his greasy rag into a greasy apron, “Out-of-
action and possible bonus action. towner, is it?”
By Popular Demand. Jana can always find a place to fight “Businessman.” His mouth twitched as if at a private joke. “I
professionally, and can expect free food and lodging at the venue hear there’s top-quality merchandise to be had here.”
for each fight day. He casually tossed the coin. It skittered with a splash in a puddle of
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a old ale inches from her hand.
damage die for an attack she makes with a melee weapon that Chains.
she is wielding with two hands, she can reroll the die and must Slaver coin.
use the new roll, even if it is a 1 or a 2. She glanced to his belt; a dirk. An amateur’s weapon. Too easy,
Improved Critical. Jana scores critical hits on rolls of 19 and 20. even without her glaive.
Second Wind (Recharges after a Short or Long Rest). On her “Reckon I’ll take that drink.” She did her best to smile. It was
turn Jana can use a bonus action to regain 1d10 + 4 hit points. more of a grimace.
Actions The dead man passed her a mug, and smiled back.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.


Hit: 9 (1d10 + 4) slashing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) if used
with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage.
Weapons, Armor & Items
Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
arrows, wolf fang necklace, 30sp, 2gp

107
Jana (Level 8) Actions
Medium humanoid (human), neutral Multiattack. Jana makes two weapon attacks.
Class Fighter (lvl 8) Armor Class 17 (halfplate) Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 76 (8d10 + 24) Hit: 10 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) if used
20 ( +5) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 10 (+0) with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
Saving Throws Strength +8, Constitution +6
creature. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +5, Athletics +8, Intimidation +3, Perception +4
Senses passive Perception 14 Weapons, Armor & Items
Languages Common, Goblin Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
Challenge 4 (1,100 XP) arrows, wolf fang necklace, 30sp, 12gp
Action Surge (Recharges after a Short or Long Rest). On her
turn, Jana can take an additional action on top of her normal
action and possible bonus action.
Jana in Your Game
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue Jana might be available for hire by the party, should they be
for each fight day. in need of an extra blade. Not the friendliest sort, she’ll keep
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a herself to herself and get the job done. Alternatively, she might
damage die for an attack she makes with a melee weapon that be hired by a villainous character as a bodyguard. She’s the sort
she is wielding with two hands, she can reroll the die and must of character who may have witnessed something important (as
use the new roll, even if it is a 1 or a 2. long as it happened in a tavern), and may be willing to part with
this information after she’s been bought a round of drinks.
Improved Critical. Jana scores critical hits on rolls of 19 and 20.
Quest Hook. Jana has tracked down the hobgoblin mercenary
Remarkable Athlete. Jana can add half her proficiency bonus
group responsible for her enslavement, and she’s out for revenge.
(+2) to any Strength, Dexterity, or Constitution check that
Will the party help her against what could be suicidal odds?
doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5
feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn Jana can use a bonus action to regain 1d10 + 8 hit points.

108
Jana (Level 12) Actions
Medium humanoid (human), neutral Multiattack. Jana makes three weapon attacks.
Class Fighter (lvl 12) Armor Class 18 (halfplate) Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 124 (12d10 + 48) Hit: 10 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) if used
20 ( +5) 14 (+2) 19 (+4) 10 (+0) 12 (+1) 10 (+0) with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
Saving Throws Strength +9, Constitution +8
creature. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +6, Athletics +9, Intimidation +4, Perception +5
Senses passive Perception 15 Weapons, Armor & Items
Languages Common, Goblin Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
Challenge 6 (2,300 XP) arrows, wolf fang necklace, 130sp, 120gp
Action Surge (Recharges after a Short or Long Rest). On her
turn, Jana can take an additional action on top of her normal
action and possible bonus action.
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor (included in her stat block).
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.
Improved Critical. Jana scores critical hits on rolls of 19 and 20.
Indomitable (1/day). Jana can reroll a failed saving throw.
Remarkable Athlete. Jana can add half her proficiency bonus
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5
feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn Jana can use a bonus action to regain 1d10 + 12 hit points.

109
Jana (Level 16) Actions
Medium humanoid (human), neutral Multiattack. Jana makes three weapon attacks.
Class Fighter (lvl 16) Armor Class 18 (halfplate) Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 180 (16d10 + 80) Hit: 10 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) if used
20 ( +5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 12 (+1) with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
Saving Throws Strength +10, Constitution +10
creature. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +7, Athletics +10, Intimidation +6, Perception +6
Senses passive Perception 16 Weapons, Armor & Items
Languages Common, Goblin Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
Challenge 8 (3,900 XP) arrows, wolf fang necklace, 180sp, 170gp
Action Surge (Recharges after a Short or Long Rest). On her
turn, Jana can take an additional action on top of her normal
action and possible bonus action.
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor (included in her stat block).
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. LOT T WENT Y
Indomitable (2/day). Jana can reroll a failed saving throw.
SIX
Remarkable Athlete. Jana can add half her proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that A f ine FIGHT
doesn’t already use her proficiency bonus. Additionally, the ING specime
distance Jana covers with a running long jump increases by 5 having been n,
victor ious ov
feet.
MEN AND BE er
Second Wind (Recharges after a Short or Long Rest). On her AST S ALIKE.
turn Jana can use a bonus action to regain 1d10 + 16 hit points.
Superior Critical. Jana scores critical hits on rolls of 18 – 20.
Assuredly de
adly with PO
and S WORD LEARM
but equally
prof icient wit
h ANY WEAP
ON
A GU ARANT
EED CROWD
PLEASER and -
wor thy addit
your st able ion to

St ar ting bid
THREE HUND
gold pieces, o RED
r equivalent.

110
Jana (Level 20) Actions
Medium humanoid (human), neutral Multiattack. Jana makes four weapon attacks.
Class Fighter (lvl 20) Armor Class 18 (halfplate) Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 224 (20d10 + 100) Hit: 10 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) if used
20 ( +5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2) with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
Saving Throws Strength +11, Constitution +11
creature. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +8, Athletics +11, Intimidation +8, Perception +7
Senses passive Perception 17 Weapons, Armor & Items
Languages Common, Goblin Halfplate, hobgoblin glaive, longsword, longbow, quiver, 20
Challenge 9 (5,000 XP) arrows, wolf fang necklace, 230sp, 200gp
Action Surge (2/day: Recharges after a Short or Long Rest).
On her turn, Jana can take an additional action on top of her
normal action and possible bonus action.
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor (included in her stat block).
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.
Indomitable (3/day). Jana can reroll a failed saving throw.
Remarkable Athlete. Jana can add half her proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5
feet.
Second Wind (Recharges after a Short or Long Rest). On her
turn Jana can use a bonus action to regain 1d10 + 20 hit points.
Superior Critical. Jana scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of her turns, if Jana has 112
or fewer hit points, she regains 10 hit points. She does not gain
this benefit if she has 0 hit points.

111
elixirs that were “guaranteed to work” after only seven doses and
Orryn Turen seven days. Of course, Orryn and his crafty father would be miles
Small humanoid (forest gnome), lawful neutral
away by the time their customers caught on to the scam. As a
Class Rogue (lvl 1) Armor Class 13 (leather) result, Orryn is comfortable living one step ahead of an angry mob.
Background Charlatan Hit Points 8 (1d8) In the years since Orryn came up with his own con; “Find the
Occupation Gambler Speed 25 ft. Dragon”, a simple (rigged) card game, he has been honing his skills
STR DEX CON INT WIS CHA and doing a very good job of cultivating a legitimate reputation,
8 (–1) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 15 (+2) although from time to time he slips up and his greed gets the better
Saving Throws Dexterity +4, Intelligence +4 of him. The result is a quick trip out of town in the early morning
Skills Deception +6, Insight +3, Investigation +4, Persuasion +4, hours, and a search for a new town or city with a plethora of new
Sleight of Hand +6, Stealth +4; Tools Disguise Kit, Forgery Kit inns and taverns.
Senses darkvision 60 ft., passive Perception 11 Personality Traits
Languages Common, Gnomish
“Five gold on the little one! I’m feeling lucky!” Orryn is a born
Challenge 1/4 (50 XP)
gambler and can’t resist taking a risk for a potential payoff. This is
Sneak Attack (1/turn). Orryn can deal an extra 1d6 damage true on and off the gambling table as he has aspirations of going on
to one creature he hits with an attack if he has advantage on adventures and coming home with chests full of treasure.
the attack roll. The attack must use a finesse or ranged weapon.
He doesn’t need advantage on the attack roll if another enemy Ideals
of the target is within 5 feet of it, that enemy isn’t “You’ll see. One day, I’ll hold all the cards.” He is determined to
incapacitated, and he doesn’t have disadvantage on make something of himself, even if that means he can’t show his
the attack roll. face in half the taverns in the realm.
Expertise (Deception, Sleight of Hand). Orryn
doubles his proficiency bonus to checks with his Bonds
Expertise skills. “You watch my back, I’ll watch yours.” He fleeced a powerful
False Identity. Orryn has created a second crime boss and has had a price on his head ever since. He has
identity, including relevant documents, a partner in crime named Frug Timbers (p.100) who often helps
contacts and disguises. In addition, he can lure marks into his schemes.
forge documents and mimic handwriting Flaws
as long as he has seen an example of the
“Damn right I’m all in!” He is too greedy for his own
kind of document or a sample of the
good. He can’t resist taking big risks if there is big
handwriting.
money involved. He doesn’t care if he scams peasants
Gnome Cunning. Orryn has advantage or royalty, as long as he takes their money.
on all Intelligence, Wisdom, and Charisma
saving throws against magic. Roleplaying Orryn
Natural Illusionist. Orryn knows the minor Orryn is very charismatic, often wearing a smile
illusion cantrip, using Intelligence as his or a smirk on his face, and can appear very
spellcasting modifier (spell save DC 12). well meaning without an ulterior motive;
Speak with Small Beasts. Orryn can those in his inner circle, however, are fully
communicate simple ideas with Small or smaller aware that he always most certainly does.
beasts. 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
Actions in the way of his con.
Two-Weapon Fighting. When Orryn makes a He can often talk people down from a fight, offering
Dagger or Throwing Knife attack, as a bonus to return their lost money to avoid things getting
action he can make a second attack. On a hit, this physical. This does not mean however that Orryn is
attack deals 2 (1d4) piercing damage. not willing to defend himself. He has had to use his daggers before,
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. but regretted it later.
Hit: 4 (1d4 + 2) piercing damage. “If I have to claim one vice it would be my love of gambling,
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., or, more accurately, my love of winning.”
one creature. Hit: 4 (1d4 + 2) piercing damage.
Overview Weapons, Armor & Items
Orryn was raised on the road, traveling from place to place, never Two daggers, throwing knife, leather armor, Orryn’s enchanted
having a home. His father, who made his money as a con man, playing cards, 8gp, 15sp, 30cp.
set a bad example and taught him how to prey on the stupid and
desperate. The old gnome went from town to town selling “magic”

112
Orryn Turen (level 4) DOUBLE OR NOTHING
Small humanoid (forest gnome), lawful neutral Orryn sat uncomfortably on a splintered barrel looking through
the tavern window, eyeing up this evening’s prospective candidates.
Class Rogue (lvl 4) Armor Class 14 (leather)
Better to be outside and catch them when they’ve drank their fill
Background Charlatan Hit Points 23 (4d8)
than be inside amongst all those eyes. It was necessary to act the
Occupation Gambler Speed 25 ft.
showman as part of his routine, but showmen got noticed and
STR DEX CON INT WIS CHA talked about...
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 16 (+3) A tavern door slammed open from the inside with excessive
Saving Throws Dexterity +5, Intelligence +4 force was always a good sign. Orryn was not one to pass up an
Skills Deception +7, Insight +3, Investigation +4, Persuasion +5, opportunity and the man, dressed in sailor’s clothes and stumbling
Sleight of Hand +7, Stealth +5; Tools Disguise Kit, Forgery Kit drunk, seemed like he’d be a marvellous opportunity.
Senses darkvision 60 ft., passive Perception 11 “You look to me to be a gambling man, sir. Fancy a game?”
Languages Common, Gnomish The man staggered over to lean on an adjacent barrel; Orryn
Challenge 1 (200 XP) fiddled in his pockets to see what he had. No enchanted cards, no
Sneak Attack (1/turn). Orryn can deal an extra 2d6 damage to loaded die. Alright, time to improvise.
one creature he hits with an attack if he has advantage on the “So here’s the game...” he said, hopping up onto a box to give
attack roll. The attack must use a finesse or ranged weapon. He himself much needed height.
doesn’t need advantage on the attack roll if another enemy of the
What was the game?
target is within 5 feet of it, that enemy isn’t incapacitated, and he
doesn’t have disadvantage on the attack roll. “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,
Cunning Action. On his turn, as a bonus action, Orryn can
sir!) and you make a wager as to whether the total value of the
take a Dash, Dodge, Disengage, Hide, Use an Object action.
three dice rolled is lesser than, equal to or greater than the face
Alternatively, he can make a Sleight of Hand check or use his
value of the two cards the dealer dealt you, but which you have not
thieves’ tools to disarm a trap or open a lock.
looked at! You can double your stake to reroll all (that’s all three,
Expertise (Deception, Sleight of Hand). Orryn doubles his sir!) of your dice. Simple, right?”
proficiency bonus to checks with his Expertise skills.
“Uh-”
False Identity. Orryn has created a second identity, including
Orryn flashed a toothy smile, looking as sincere as he could
relevant documents, contacts and disguises. In addition, he
muster. Talking quickly confused the barflies, but pride made them
can forge documents and mimic handwriting as long as he has
unwilling to admit their confusion.
seen an example of the kind of document or a sample of the
handwriting. “Wonderful.”
Gnome Cunning. Orryn has advantage on all Intelligence, As the man fumbled with his coin pouch with a badly concealed,
Wisdom, and Charisma saving throws against magic. furrowed brow, Orryn shuffled the cards, managing to force an ace
to the top, which he dealt to his opponent.
Natural Illusionist. Orryn knows the minor illusion cantrip,
using Intelligence as his spellcasting modifier (spell save DC 12). The man clumsily scooped up the dice and they clattered across the
barrel. Three, four, one.
Second-Story Work. Orryn can climb without expending extra
movement. In addition, when he makes a running jump, the “Your bet?”
distance he covers increases by 3 feet. “Uh-”
Speak with Small Beasts. Orryn can communicate simple ideas “That seems like a low roll to me, up to you what to do of
with Small or smaller beasts. course.” Make it seem like his choice.
“Alright,” the man slurred, “I bet the cards are higher.”
Actions
He turned his cards, revealing the ace Orryn had planted, and a five.
Two-Weapon Fighting. When Orryn makes a Dagger or Throwing “Bad luck,” said Orryn, “aces are low in this game.”
Knife attack, as a bonus action he can make a second attack. On a
“You cheat, little man!” The man drew a cutlass and held it
hit, this attack deals 2 (1d4) piercing damage.
barely an inch from Orryn’s face, right between his eyes. Luckily,
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. the gnome was used to losers’ ferocity. He looked at the man
Hit: 5 (1d4 + 3) piercing damage. beyond the weapon, and smiled his winning smile.
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft., “Double or nothing?”
one creature. Hit: 5 (1d4 + 3) piercing damage.
Weapons, Armor & Items
Two daggers, throwing knife, leather armor, Orryn’s enchanted
playing cards, 8gp, 25sp, 50cp.

113
Orryn Turen (level 8) Actions
Small humanoid (forest gnome), lawful neutral Two-Weapon Fighting. When Orryn makes a Dagger or Throwing
Class Rogue (lvl 8) Armor Class 14 (leather) Knife attack, as a bonus action he can make a second attack. On a
Background Charlatan Hit Points 43 (8d8) hit, this attack deals 2 (1d4) piercing damage.
Occupation Gambler Speed 25 ft. Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 18 (+4) Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Saving Throws Dexterity +6, Intelligence +5
Skills Deception +10, Insight +7, Investigation +5, Persuasion +10, Reactions
Sleight of Hand +10, Stealth +6; Tools Disguise Kit, Forgery Kit
Uncanny Dodge. When Orryn is hit with an attack from an
Senses darkvision 60 ft., passive Perception 11
attacker that he can see, he can halve the attack’s damage.
Languages Common, Gnomish
Challenge 2 (450 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Orryn can deal an extra 4d6 damage to Two daggers, throwing knife, leather armor, Orryn’s enchanted
one creature he hits with an attack if he has advantage on the playing cards, 15gp, 60sp, 85cp.
attack roll. The attack must use a finesse 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 Orryn in Your Game
doesn’t have disadvantage on the attack roll.
Orryn is always seen on one side of a card table, whether that be
Cunning Action. On his turn, as a bonus action, Orryn can
in a taphouse, an alley, or out by the side of a muddy road. He
take a Dash, Dodge, Disengage, Hide, Use an Object action.
always has a smile to spare for strangers, and will happily invite
Alternatively, he can make a Sleight of Hand check or use his
new faces over for a game of chance.
thieves’ tools to disarm a trap or open a lock.
Quest Hook. After years of evading his fate at the hands of a
Evasion. When Orryn is subjected to an effect that allows him
crime boss he conned, Orryn has finally been tracked down. The
to make a Dexterity saving throw to only take half damage, he
confrontation comes to a head in the party’s vicinity. A group
takes no damage on a successful saving throw and half damage
of thugs, lead by the crime boss himself, means to make an
on a failed one.
example of the gnome. Do the party help the swindler, or leave
Expertise (Deception, Insight, Persuasion, Sleight of Hand). him to his, arguably deserved, fate? A reward for saving his life
Orryn doubles his proficiency bonus to checks with his could be his magical deck of cards - a fine prize indeed for any
Expertise skills. that fancy themselves a fellow charlatan.
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.
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 modifier (spell save DC 13).
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 feet.
Speak with Small Beasts. Orryn can communicate simple ideas
with Small or smaller beasts.

114
Orryn Turen (level 12) Actions
Small humanoid (forest gnome), lawful neutral Two-Weapon Fighting. When Orryn makes a Dagger or Throwing
Class Rogue (lvl 12) Armor Class 15 (leather) Knife attack, as a bonus action he can make a second attack. On a
Background Charlatan Hit Points 63 (12d8) hit, this attack deals 2 (1d4) piercing damage.
Occupation Gambler Speed 25 ft. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 4) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 20 (+5) Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
one creature. Hit: 6 (1d4 + 4) piercing damage.
Saving Throws Dexterity +8, Intelligence +6
Skills Deception +13, Insight +9, Investigation +6, Persuasion +13, Reactions
Sleight of Hand +12, Stealth +8; Tools Disguise Kit, Forgery Kit
Uncanny Dodge. When Orryn is hit with an attack from an
Senses darkvision 60 ft., passive Perception 11
attacker that he can see, he can halve the attack’s damage.
Languages Common, Gnomish
Challenge 3 (700 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Orryn can deal an extra 6d6 damage to Two daggers, throwing knife, leather armor, Orryn’s enchanted
one creature he hits with an attack if he has advantage on the playing cards, 3pp, 15gp, 80sp, 85cp.
attack roll. The attack must use a finesse 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, Hide, Use an Object action.
Alternatively, he can make a Sleight of Hand check or use his
thieves’ tools to disarm a trap or open a lock.
Evasion. When Orryn is subjected to an effect 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.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Orryn doubles his proficiency bonus to checks with his
Expertise skills.
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.
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 modifier (spell save DC 14).
Reliable Talent. When Orryn makes an ability check that lets
him add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Speak with Small Beasts. Orryn can communicate simple ideas
with Small or smaller beasts.
Supreme Sneak. Orryn has advantage on Stealth checks if he
moves no more than half his speed on the same turn.

115
Orryn Turen (level 16) Actions
Small humanoid (forest gnome), lawful neutral Two-Weapon Fighting. When Orryn makes a Dagger or Throwing
Class Rogue (lvl 16) Armor Class 16 (leather) Knife attack, as a bonus action he can make a second attack. On a
Background Charlatan Hit Points 83 (16d8) hit, this attack deals 2 (1d4) piercing damage.
Occupation Gambler Speed 25 ft. Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 20 (+5) 10 (+0) 14 (+2) 13 (+1) 20 (+5) Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
ft., one creature. Hit: 7 (1d4+5) piercing damage.
Saving Throws Dexterity +10, Intelligence +7, Wisdom +6
Skills Deception +15, Insight +11, Investigation +7, Persuasion +15, Reactions
Sleight of Hand +15, Stealth +10; Tools Disguise Kit, Forgery Kit
Uncanny Dodge. When Orryn is hit with an attack from an
Senses darkvision 60 ft., passive Perception 11
attacker that he can see, he can halve the attack’s damage.
Languages Common, Gnomish
Challenge 5 (1,800 XP) Weapons, Armor & Items
Sneak Attack (1/turn). Orryn can deal an extra 8d6 damage to Two daggers, throwing knife, leather armor, Orryn’s enchanted
one creature he hits with an attack if he has advantage on the playing cards, 20pp, 50gp, 150sp.
attack roll. The attack must use a finesse 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.
Blindsense. If Orryn is able to hear, he is aware of the location
of any hidden or invisible creatures within 10 feet of him.
Cunning Action. On his turn, as a bonus action, Orryn can
take a Dash, Dodge, Disengage, Hide, Use an Object action.
Alternatively, he can make a Sleight of Hand check or use his
thieves’ tools to disarm a trap or open a lock.
Evasion. When Orryn is subjected to an effect 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.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Orryn doubles his proficiency bonus to checks with his
Expertise skills.
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.
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 modifier (spell save DC 15).
Reliable Talent. When Orryn makes an ability check that lets
him add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Speak with Small Beasts. Orryn can communicate simple ideas
with Small or smaller beasts.
Supreme Sneak. Orryn has advantage on Stealth checks if he
moves no more than half his speed on the same turn.
Use Magic Device. Orryn ignores all class, race, and level
requirements for the use of magic items.

116
Speak with Small Beasts. Orryn can communicate simple ideas
Orryn Turen (level 20) with Small or smaller beasts.
Small humanoid (forest gnome), lawful neutral
Stroke of Luck (1/day). If Orryn’s attack misses a target within
Class Rogue (lvl 20) Armor Class 16 (leather) range, he can turn the miss into a hit. Alternatively, if he fails an
Background Charlatan Hit Points 103 (20d8) ability check, he can treat the d20 roll as a 20.
Occupation Gambler Speed 25 ft.
Supreme Sneak. Orryn has advantage on Stealth checks if he
STR DEX CON INT WIS CHA moves no more than half his speed on the same turn.
8 (–1) 20 (+5) 10 (+0) 14 (+2) 15 (+2) 20 (+5) Thief ’s Reflexes. Orryn can take two turns during the first
Saving Throws Dexterity +11, Intelligence +8, Wisdom +8 round of any combat. He takes his first turn at his normal
Skills Deception +17, Insight +14, Investigation +8, Persuasion +17, initiative, and his second turn at his initiative minus 10. He can’t
Sleight of Hand +17, Stealth +11; Tools Disguise Kit, Forgery Kit use this feature when he is surprised.
Senses darkvision 60 ft., passive Perception 11 Use Magic Device. Orryn ignores all class, race, and level
Languages Common, Gnomish requirements for the use of magic items.
Challenge 6 (2,300 XP)
Sneak Attack (1/turn). Orryn can deal an extra 10d6 damage Actions
to one creature he hits with an attack if he has advantage on the Two-Weapon Fighting. When Orryn makes a Dagger or Throwing
attack roll. The attack must use a finesse or ranged weapon. He Knife attack, as a bonus action he can make a second attack. On a
doesn’t need advantage on the attack roll if another enemy of the hit, this attack deals 2 (1d4) piercing damage.
target is within 5 feet of it, that enemy isn’t incapacitated, and he Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
doesn’t have disadvantage on the attack roll. Hit: 7 (1d4 + 5) piercing damage.
Blindsense. If Orryn is able to hear, he is aware of the location Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
of any hidden or invisible creatures within 10 feet of him. ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Cunning Action. On his turn, as a bonus action, Orryn can
take a Dash, Dodge, Disengage, Hide, Use an Object action. Reactions
Alternatively, he can make a Sleight of Hand check or use his Uncanny Dodge. When Orryn is hit with an attack from an
thieves’ tools to disarm a trap or open a lock. attacker that he can see, he can halve the attack’s damage.
Elusive. No attack roll can have advantage against Orryn unless
he is incapacitated. Weapons, Armor & Items
Two daggers, throwing knife, leather armor, Orryn’s enchanted
Evasion. When Orryn is subjected to an effect that allows him
playing cards, 30pp, 75gp, 200sp.
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.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Orryn doubles his proficiency bonus to checks with his
Expertise skills.
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.
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 modifier (spell save DC 16).
Reliable Talent. When Orryn makes an ability check that lets
him add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
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 feet.

117
The dragon was in a forgiving mood, gorged as she was on the
Quranis Kuilanya expedition’s pack mules, and willing to hear out a bargain for the
Medium humanoid (high elf), neutral
elf ’s life. The deal was simple; bring Aarvakshza tribute every year
Class Rogue (lvl 1) Armor Class 11 and be taught secrets of history unknown to any short-life; fail to
Background Archaeologist Hit Points 8 (1d8) do so and suffer the consequences.
Occupation Antiquarian Speed 30 ft. As Quranis’ considerable collection depleted, shipped off to the
STR DEX CON INT WIS CHA dragon year by year, so her knowledge grew. Going out in the field
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1) herself became too time consuming and unreliable, so she started
Saving Throws Dexterity +3, Intelligence +5 funding other archaeological expeditions, which became hiring
Skills Deception +5, History +7, Insight +4, Perception +4, mercenaries to do the same job quicker and cheaper. Soon she was
Religion +5 paying anyone who could come by any sort of relic, by legitimate
Senses darkvision 60ft., passive Perception 12 means or otherwise.
Languages Common, Elvish, Draconic Quranis is a relatively young elf, and Aarvakshaza is a relatively old
Challenge 1/4 (50 XP) dragon. To begin with, she was confident in her abilities to simply
Sneak Attack (1/turn). Quranis can put up with this inconvenience and wait it out, but it is becoming
deal an extra 1d6 damage to one increasingly apparent that Aarvakshaza has no intention of dying
creature she hits with an attack if any time soon, and Quranis’ funds are dwindling...
she has advantage on the attack Personality Traits
roll. The attack must use a finesse
“Why do so many look to the future when the past contains
or ranged weapon. She doesn’t need
such wonder?” Quranis has been able to follow her dreams of
advantage on the attack roll if another
the past in financial security without concern for the future,
enemy of the target is within 5 feet of
until now.
it, that enemy isn’t incapacitated, and she
doesn’t have disadvantage on the attack roll. Ideals
Expertise (Deception, History). Quranis “Knowledge is the greatest treasure.” If it weren’t for
doubles her proficiency bonus to checks with the fascinating insights Aarvakshaza shares with her,
her Expertise skills. Quranis probably would have tried hiring someone
Fey Ancestry. Quranis has advantage on to kill the beast by now.
saving throws against being charmed, and
magic cannot put her to sleep. Bonds
Researcher. If Quranis is unable to recall a “I could simply break our agreement and run, but
piece of lore, she probably knows where the somehow I doubt a year’s head start would do me much
information can be found. good...” Every year without fail, Quranis must make the
journey to Aarvakshaza’s lair, and every year she grows
Spellcasting. Quranis can cast
in knowledge, resentment and fear.
the mending cantrip using
Intelligence as her spellcasting Flaws
modifier. “It’s only a matter of time before I have to steal these
Trance. Quranis does not sleep. things myself.” Quranis’ situation is getting out of hand.
Instead, she meditates for four hours She’s constantly looking for ways to make her search more
each night. This grants her the benefit efficient, possibly cutting out the middle man. If she gets
of a long rest. caught... well... prison walls won’t stop a dragon.
Actions Roleplaying Quranis
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one Quranis is well educated, fairly wealthy, and becoming
creature. Hit: 5 (1d8 + 1) piercing damage. increasingly desperate. She’ll happily give any likely looking
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 group directions to some previously assumed lost ruin or ancient
ft., one creature. Hit: 5 (1d8 + 1) piercing damage. dungeon in exchange for a few choice items upon their return, or
pay far more than her competitors for a recently pilfered family
Overview heirloom. Quranis resents the recent criminal direction her life has
Quranis describes herself as an antiquarian, others might find taken, but the life of a fence is at least a life.
“treasure hunter” easier to pronounce. She was lucky enough “That sword you carry. Fascinating inlay on the hilt.
to have sufficient inherited wealth to pursue her passion for Were you looking to sell, perchance?”
unearthing history. Those who probe too deeply into the past,
however, can uncover far more than they expected…
Weapons, Armor & Items
On one of her expeditions, Quranis stumbled upon a trove of
Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
artifacts; relics of innumerable empires, statues of forgotten gods
staff, dungeoneer’s pack, gold dragon figurine, 20sp, 12gp
and, in their midst, the enormous Green Dragon, Aarvakshaza.

118
Quranis Kuilanya (level 4) The Last Tribute
Medium humanoid (high elf), neutral It was the smell, she decided, inhaling another lungful, that she
hated the most. A dry, musky, reptile smell mixed with an acrid tang
Class Rogue (lvl 4) Armor Class 11
fermenting in that chamber for who-knew-how-many centuries.
Background Archaeologist Hit Points 23 (4d8)
Pushing aside vines, she adjusted the straps on her pack and
Occupation Antiquarian Speed 30 ft.
emerged from the entryway into the main chamber of the ziggurat.
STR DEX CON INT WIS CHA With the sounds of the forest deadened by the thick stone, all
10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 13 (+1) Quranis could hear was the blood pounding in her ears and,
Saving Throws Dexterity +3, Intelligence +6 almost at the edge of hearing, the slow breath of the dragon
Skills Deception +5, History +8, Insight +4, Perception +4, reverberating around the walls like the purr of a jungle cat.
Religion +6 Perhaps it was asleep. She controlled her trembling legs enough
Senses darkvision 60ft., passive Perception 12 to creep to the centre of the chamber and set down the bag
Languages Common, Elvish, Draconic containing the last few artifacts in her collection.
Challenge 1/2 (100 XP) There was another, louder exhalation. Hot breath rustled her hair and
Sneak Attack (1/turn). Quranis can deal an extra 2d6 damage to jolted every nerve in her body. She hated that it could move so quietly.
one creature she hits with an attack if she has advantage on the She turned slowly. With its jaw resting on the ground, the beast’s
attack roll. The attack must use a finesse or ranged weapon. She amber eyes were level with hers.
doesn’t need advantage on the attack roll if another enemy of the “I come with my tribute, Aarvakshaza.”
target is within 5 feet of it, that enemy isn’t incapacitated, and
The dragon blinked once, slowly, expectantly.
she doesn’t have disadvantage on the attack roll.
“... the great and merciful,”—inwardly, Quranis rolled her
Cunning Action. On her turn, as a bonus action, Quranis can
eyes—“emerald crown of the forest and mistress of all she surveys.”
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her “You’re not leaving already? You know how I enjoy our little
thieves’ tools to disarm a trap or open a lock. chats, Rani.”
Expertise (Deception, History). Quranis doubles her She hated that it called her Rani. Her mother had called her Rani.
proficiency bonus to checks with her Expertise skills. “A lighter tribute than previous,” the dragon continued, hooking
Fey Ancestry. Quranis has advantage on saving throws against it with a talon, “I do hope our arrangement isn’t inconveniencing
being charmed, and magic cannot put her to sleep. you at all?”
Researcher. If Quranis is unable to recall a piece of lore, she Quranis coughed. With each syllable, a puff of poison poured
probably knows where the information can be found. between the dragon’s fangs.
Second-Story Work. Quranis can climb without expending “No matter. I know you won’t disappoint me next year.”
extra movement. In addition, when she makes a running jump, Her eyes were watering now; she was struggling to maintain
the distance she covers increases by 1 foot. composure.
Spellcasting. Quranis can cast the mending cantrip using “You know what will happen if you disappoint me, don’t you,
Intelligence as her spellcasting modifier. Rani?”
Trance. Quranis does not sleep. Instead, she meditates for four Gulping down breaths, face burning, she forced herself to meet the
hours each night. This grants her the benefit of a long rest. dragon’s gaze.
“I know.”
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 5 (1d8 + 1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one creature. Hit: 5 (1d8 + 1) piercing damage.
Weapons, Armor & Items
Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
staff, dungeoneer’s pack, gold dragon figurine, 30sp, 15gp

119
Quranis Kuilanya (level 8) Actions
Medium humanoid (high elf), neutral Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 11 Hit: 5 (1d8 + 1) piercing damage.
Background Archaeologist Hit Points 43 (8d8) Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Occupation Antiquarian Speed 30 ft. one creature. Hit: 5 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 13 (+1) 10 (+0) 20 (+5) 14 (+2) 13 (+1)
Uncanny Dodge. When Quranis is hit with an attack from an
Saving Throws Dexterity +4, Intelligence +8 attacker that she can see, she can halve the attack’s damage.
Skills Deception +7, History +11, Insight +8, Perception +8,
Religion +8 Weapons, Armor & Items
Senses darkvision 60ft., passive Perception 18 Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
Languages Common, Elvish, Draconic staff, dungeoneer’s pack, gold dragon figurine, 45sp, 18gp
Challenge 1 (200 XP)
Sneak Attack (1/turn). Quranis can deal an extra 4d6 damage to
one creature she hits with an attack if she has advantage on the Quranis in Your Game
attack roll. The attack must use a finesse or ranged weapon. She
doesn’t need advantage on the attack roll if another enemy of the Quranis can be relied on to have a dungeon-crawl style quest
target is within 5 feet of it, that enemy isn’t incapacitated, and for your party. She is constantly reading up on forgotten lore
she doesn’t have disadvantage on the attack roll. and poring over old maps, so often digs up references to ruins
or tombs which house a wealth of historically interesting items.
Cunning Action. On her turn, as a bonus action, Quranis can
She is, of course, tight-lipped about her specific interest in
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
these items (for which the party can expect to be generously
Alternatively, she can make a Sleight of Hand check or use her
compensated), beyond simple archaeological curiosity.
thieves’ tools to disarm a trap or open a lock.
If there is a location or object of particular interest or
Evasion. When Quranis is subjected to an effect that allows her
importance, Quranis might accompany the party as a guide,
to make a Dexterity saving throw to only take half damage, she
primarily out of curiosity to see the items in situ before
takes no damage on a successful saving throw and half damage
excavation.
on a failed one.
Quest hook. After many such quests over a number of years,
Expertise (Deception, History, Insight, Perception). Quranis
an increasingly haggard looking Quranis lets the party in on a
doubles her proficiency bonus to checks with her Expertise
secret. Her situation is entirely unsustainable at this point, and
skills.
she needs a group of adventurers to slay a dragon...
Fey Ancestry. Quranis has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Researcher. If Quranis is unable to recall a piece of lore, she
probably knows where the information can be found.
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 foot.
Spellcasting. Quranis can cast the mending cantrip using
Intelligence as her spellcasting modifier.
Trance. Quranis does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

120
Quranis Kuilanya (level 12) Actions
Medium humanoid (high elf), neutral Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 12 Hit: 6 (1d8 + 2) piercing damage.
Background Archaeologist Hit Points 63 (12d8) Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
Occupation Antiquarian Speed 30 ft. one creature. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 14 (+2) 10 (+0) 20 (+5) 16 (+3) 14 (+2)
Uncanny Dodge. When Quranis is hit with an attack from an
Saving Throws Dexterity +6, Intelligence +9 attacker that she can see, she can halve the attack’s damage.
Skills Deception +10, History +13, Insight +10, Perception +10,
Religion +9 Weapons, Armor & Items
Senses darkvision 60ft., passive Perception 20 Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
Languages Common, Elvish, Draconic staff, dungeoneer’s pack, gold dragon figurine, 60sp, 36gp
Challenge 2 (450 XP)
Sneak Attack (1/turn). Quranis can deal an extra 6d6 damage to
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse or ranged weapon. She
Shipment for
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 A
she doesn’t have disadvantage on the attack roll.
Cunning Action. On her turn, as a bonus action, Quranis can String of prayer beads,
take a Dash, Dodge, Disengage, Hide, or Use an Object action. elven
approximately -1100
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
DA
Evasion. When Quranis is subjected to an effect that allows her
to make a Dexterity saving throw to only take half damage, she Two ceremonial obsidian
masks, dwarven
takes no damage on a successful saving throw and half damage
on a failed one.
(religious or theatrical ?)
approximately 600 D
Expertise (Deception, History, Insight, Perception). Quranis
doubles her proficiency bonus to checks with her Expertise
A
skills.
Fey Ancestry. Quranis has advantage on saving throws against Unidentified humanoid
(?) stone idol
being charmed, and magic cannot put her to sleep.
ancient (?)- BE SURE
Reliable Talent. When Quranis makes an ability check that lets T O ASK
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
Bronze dragon statuett
Researcher. If Quranis is unable to recall a piece of lore, she e (hollow),
probably knows where the information can be found. presumably human
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 feet. Tapestry depicting elvis
h victory over orcs
Spellcasting. Quranis can cast the mending cantrip using
1200 D A based on ar
Intelligence as her spellcasting modifier. mor
Supreme Sneak. Quranis has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Trance. Quranis does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.

121
Quranis Kuilanya (level 16) Actions
Medium humanoid (high elf), neutral Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Rogue (lvl 16) Armor Class 12 Hit: 6 (1d8 + 2) piercing damage.
Background Archaeologist Hit Points 83 (16d8) Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
Occupation Antiquarian Speed 30 ft. one creature. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 14 (+2) 10 (+0) 20 (+5) 18 (+4) 14 (+2)
Uncanny Dodge. When Quranis is hit with an attack from an
Saving Throws Dexterity +7, Intelligence +10, Wisdom +9 attacker that she can see, she can halve the attack’s damage.
Skills Deception +12, History +15, Insight +14, Perception +14,
Religion +10 Weapons, Armor & Items
Senses darkvision 60ft., passive Perception 24 Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
Languages Common, Elvish, Draconic staff, dungeoneer’s pack, gold dragon figurine, 200sp, 120gp
Challenge 3 (700 XP)
Sneak Attack (1/turn). Quranis can deal an extra 8d6 damage to
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
Blindsense. If Quranis is able to hear, she is aware of the
location of any hidden or invisible creatures within 10 feet of
her.
Cunning Action. On her turn, as a bonus action, Quranis can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Quranis is subjected to an effect 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.
Expertise (Deception, History, Insight, Perception). Quranis
doubles her proficiency bonus to checks with her Expertise
skills.
Fey Ancestry. Quranis has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Reliable Talent. When Quranis makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
Researcher. If Quranis is unable to recall a piece of lore, she
probably knows where the information can be found.
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 feet.
Spellcasting. Quranis can cast the mending cantrip using
Intelligence as her spellcasting modifier.
Supreme Sneak. Quranis has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Trance. Quranis does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Use Magic Device. Quranis ignores all class, race, and level
requirements for the use of magic items.

122
Stroke of Luck (1/day). If Quranis’ attack misses a target within
Quranis Kuilanya (level 20) range, she can turn the miss into a hit. Alternatively, if she fails
Medium humanoid (high elf), neutral
an ability check, she can treat the d20 roll as a 20.
Class Rogue (lvl 20) Armor Class 13 Supreme Sneak. Quranis has advantage on Stealth checks if she
Background Archaeologist Hit Points 103 (20d8) moves no more than half her speed on the same turn.
Occupation Antiquarian Speed 30 ft.
Thief ’s Reflexes. Quranis can take two turns during the first
STR DEX CON INT WIS CHA round of any combat. She takes her first turn at her normal
10 (+0) 16 (+3) 10 (+0) 20 (+5) 18 (+4) 14 (+2) initiative, and her second turn at her initiative minus 10. She
Saving Throws Dexterity +9, Intelligence +11, Wisdom +10 can’t use this feature when she is surprised.
Skills Deception +14, History +17, Insight +16, Perception +16, Trance. Quranis does not sleep. Instead, she meditates for four
Religion +11 hours each night. This grants her the benefit of a long rest.
Senses darkvision 60ft., passive Perception 26 Use Magic Device. Quranis ignores all class, race, and level
Languages Common, Elvish, Draconic requirements for the use of magic items.
Challenge 5 (1,800 XP)
Sneak Attack (1/turn). Quranis can deal an extra 10d6 damage Actions
to one creature she hits with an attack if she has advantage on Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
the attack roll. The attack must use a finesse or ranged weapon. Hit: 7 (1d8 + 3) piercing damage.
She doesn’t need advantage on the attack roll if another enemy Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
of the target is within 5 feet of it, that enemy isn’t incapacitated, one creature. Hit: 7 (1d8 + 3) piercing damage.
and she doesn’t have disadvantage on the attack roll.
Blindsense. If Quranis is able to hear, she is aware of the Reactions
location of any hidden or invisible creatures within 10 feet Uncanny Dodge. When Quranis is hit with an attack from an
of her. attacker that she can see, she can halve the attack’s damage.
Cunning Action. On her turn, as a bonus action, Quranis can
take a Dash, Dodge, Disengage, Hide, or Use an Object action. Weapons, Armor & Items
Alternatively, she can make a Sleight of Hand check or use her Fine clothes, travelling clothes, rapier, light crossbow, 20 bolts,
thieves’ tools to disarm a trap or open a lock. staff, dungeoneer’s pack, gold dragon figurine, 250sp, 180gp
Elusive. No attack roll can have advantage against Quranis
unless she is incapacitated.
Evasion. When Quranis is subjected to an effect 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.
Expertise (Deception, History, Insight, Perception). Quranis
doubles her proficiency bonus to checks with her Expertise
skills.
Fey Ancestry. Quranis has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Reliable Talent. When Quranis makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
Researcher. If Quranis is unable to recall a piece of lore, she
probably knows where the information can be found.
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 feet.
Spellcasting. Quranis can cast the mending cantrip using
Intelligence as her spellcasting modifier.

123
reputation he so desperately desired.
Rurik Rockfist
Medium humanoid (mountain dwarf), neutral 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
Class Fighter (lvl 1) Armor Class 16 (halfplate) hooded cloak. He appeared nervous and seeking refuge, and soon
Background Criminal Hit Points 13 (1d10 + 3) revealed that he was indeed avoiding the city watch, for he had in
Occupation Smuggler Speed 25 ft. his possession an item stolen from a member of a noble house. He
STR DEX CON INT WIS CHA revealed the item, a small golden statue in the likeness of a lion
16 (+3) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (–1) with finely cut sapphires for eyes and a beautiful yellow glow to
Saving Throws Strength +5, Constitution +5 the polished gold. Rurik was impressed by the craftsmanship, but
Skills Deception +1, Intimidation +1, Stealth +3, Survival +3; was confused. How could he help his friend in his predicament?
Tools Dice, Thieves’ Tools This is when his friend’s plan was revealed, and Rurik first became
Damage Resistances poison a smuggler. The terms were simple, good pay; half up front, half
Senses darkvision 60 ft., passive Perception 11 upon delivery to a city in the far north. Rurik would go on to take
Languages Common, Dwarvish many jobs of this nature, posing as a trader. Over time he would
Challenge 1/2 (100 XP) begin to make quite a name for himself.
Criminal Contact. Rurik has a contact in the criminal network, Personality Traits
and can send and receive messages to them through various “All part of the plan.” Calm and collected no matter what the
means, even over great distances. situation, Rurik always has a plan for when things go wrong.
Dwarven Resilience. Rurik has
advantage on saving throws Ideals
against poison. “Coin’s coin, no matter whose.”
Fighting Style (Two- Rurik doesn’t care if he’s working
Weapon Fighting). Rurik on the side of good or evil, as
may add his ability modifier long as he gets paid his promised
to damage rolls with his price.
offhand weapon.
Bonds
Second Wind (Recharges after
“That’s need-to-know. You don’t need to
a Short or Long Rest). On his
know.” He rarely works with others, but
turn Rurik can use a bonus action to
when he does he doesn’t share the whole plan
regain 1d10 + 1 hit points.
with them. His well-earned or ill-gotten gains go to
Actions support his collection of fine gems and jewels which
he keeps in a secret place.
Two-Weapon Fighting. When Rurik
makes a weapon attack, as a bonus action Flaws
he can make an attack with his other “What did you say to me?!” Rurik won’t back down
weapon. from a fight or challenge, even when he’s outnumbered
Hand Axe. Melee Weapon Attack: +5 to hit, or outmatched. He has started more tavern brawls
reach 5 ft., one creature. Hit: 6 (1d6 + 3) than he can remember, but that’s mostly because of
slashing damage. how many ales he had in him at the time.
Overview Roleplaying Rurik
Rurik is the son of a gem trader. He grew up Rurik, like most dwarves, is outspoken and outgoing. He enjoys
with aspirations of one day taking over the family business. a rowdy crowd, good entertainment, and strong ale. When he is
Unfortunately, Rurik is the youngest of 5 brothers, each of whom not shouting or challenging others to arm wrestling and drinking
had the same desire. It became clear at an early age to Rurik that if contests, he listens to news from other travelers.
he intended to make something of himself, it would not be handed He is most interested in news about the roads and the safest routes
to him. He would have to set out on his own. throughout the realm. After all, his trade is the transportation of
At a relatively early age for a dwarf, Rurik left the underground goods, so he needs to know the best way to get them safely from
city of his birth and sought fortune in the lands beyond. He one place to another.
traveled with caravans of traders for many years, learning the art In combat Rurik is a no-nonsense brawler who most often
of negotiation, which did not suit him well at first. This was, until frightens his foes away before ever having to swing his axe. If it
he learned that folk can be persuaded by intimidation equally so, does come to blows he is deadly accurate and shows no mercy.
if not more effectively than by a silver tongue. This tactic gave him
quite a reputation among the traders, and indeed, with many folk “Another round on the daisy who can’t hold his liquor!”
throughout the realm.
It was many years of traveling from place to place before Rurik Weapons, Armor & Items
settled down for a bit, but the lifestyle didn’t suit him. He Two hand axes, traders clothes, halfplate, loupe of true sight, 5gp,
thought long and hard about how he might make the fortune and 10sp, 15cp, 5 gems each worth 5gp

124
Rurik Rockfist (level 4) Moody Goods
Medium humanoid (mountain dwarf), neutral “Ten gold pieces now, ten more when you make the delivery to
my associate.”
Class Fighter (lvl 4) Armor Class 16 (halfplate)
Background Criminal Hit Points 44 (4d10 + 16) “What’s the cargo?”
Occupation Smuggler Speed 25 ft. “Tapestries.”
STR DEX CON INT WIS CHA Rurik watched the woman’s two burly companions heave a large
16 (+3) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 8 (–1) 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
Saving Throws Strength +5, Constitution +6 a good return on this trip anyway, and he’d lingered too long at
Skills Deception +1, Intimidation +1, Stealth +3, Survival +3; the trading post. The sky was already a dull purple, and he wanted
Tools Dice, Thieves’ Tools to be away before sun-up. He nodded, pocketed the coin, and the
Damage Resistances poison men grunted and hoisted the crate into a gap in the piled goods
Senses darkvision 60 ft., passive Perception 11 filling the wagon.
Languages Common, Dwarvish
Rurik twitched the reins to get the mule moving and pulled up his
Challenge 1 (200 XP)
hood. A few sacks of produce (one of which contained contraband
Action Surge (Recharges after a Short or Long Rest). On his orcish liquor), some pelts, a barrel of ambergris, and a crate of,
turn, Rurik can take an additional action on top of his normal presumably stolen, tapestries. It was a five-day journey to the city
action and possible bonus action. by his backroads, hidden paths and tracks. Easy money.
Criminal Contact. Rurik has a contact in the criminal network, *
and can send and receive messages to them through various
Four and a half uneventful days later, with the city visible ahead of
means, even over great distances.
him, the crate of tapestries started yelling.
Dwarven Resilience. Rurik has advantage on saving throws
Rurik stopped the cart. Muffled shouts and banging emanated
against poison.
from the crate. A deep, male voice, evidently recently awakened,
Fighting Style (Two-Weapon Fighting). Rurik may add his confused and none-too-pleased with his predicament. Stolen
ability modifier to damage rolls with his offhand weapon. goods were one thing, but a person was quite another. Very risky,
Improved Critical. Rurik scores critical hits on rolls of 19 and 20. but a job’s a job. Rurik scratched his beard.
Second Wind (Recharges after a Short or Long Rest). On his Climbing into the back of the cart, he put his shoulder to the
turn Rurik can use a bonus action to regain 1d10 + 4 hit points. crate and shunted it onto the ground (more shouting from his
unexpected traveling companion). Fetching a few empty sacks,
Actions
he gathered all of the detritus he could find—rocks, and bits of
Two-Weapon Fighting. When Rurik makes a weapon attack, as a wood— and filled the gap in his cargo. Leaving the crate and its
bonus action he can make an attack with his other weapon. furious content behind him, he pressed on to the city gates.
Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one “There’s a crate out on the road, officer, a few miles out. I’d ‘ve
creature. Hit: 6 (1d6 + 3) slashing damage. picked it up myself, but I’m full as it is.”
Weapons, Armor & Items The guard glanced into his cart disinterestedly, nodded and said
Two hand axes, traders clothes, halfplate, loupe of true sight, 8gp, he’d send a few men out to retrieve it before the day was out.
22sp, 15cp, 5 gems each worth 5gp “Your ‘tapestries’ will be in the city by nightfall,” Rurik said to
his contact, holding out his hand for his ten gold pieces.

125
Rurik Rockfist (level 8) Actions
Medium humanoid (mountain dwarf), neutral Multiattack. Rurik makes two weapon attacks. Additionally, as a
Class Fighter (lvl 8) Armor Class 16 (halfplate) bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 92 (8d10 + 40) Hand Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Occupation Smuggler Speed 25 ft. creature. Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 8 (–1) Two hand axes, traders clothes, halfplate, loupe of true sight, 10gp,
Saving Throws Strength +6, Constitution +8 22sp, 36cp, 5 gems each worth 5gp
Skills Deception +2, Intimidation +2, Stealth +4, Survival +4;
Tools Dice, Thieves’ Tools
Damage Resistances poison Rurik in Your Game
Senses darkvision 60 ft., passive Perception 11
Rurik spends most of his time on the move between a number
Languages Common, Dwarvish
of cities, towns, and trading posts, so could potentially run into
Challenge 4 (1,100 XP)
the party anywhere - within civilization or outside it. He doesn’t
Action Surge (Recharges after a Short or Long Rest). On his
often stray far from his mule-drawn wagon as it is, more often
turn, Rurik can take an additional action on top of his normal
than not, full of contraband.
action and possible bonus action.
If the party is in need of transport, Rurik may offer his services,
Criminal Contact. Rurik has a contact in the criminal network,
especially if secrecy is paramount. Given the usually illicit nature
and can send and receive messages to them through various
of his cargo, the party may find themselves on the wrong side of
means, even over great distances.
the law if they encounter any watchmen on the road.
Dwarven Resilience. Rurik has advantage on saving throws
Quest Hook. Rurik is carrying out a particularly risky job –
against poison.
transporting a high value cargo through a dangerous area – and
Fighting Style (Two-Weapon Fighting). Rurik may add his needs the party’s services as bodyguards, promising a 1/5th
ability modifier to damage rolls with his offhand weapon. share of the profits. He remains tight-lipped about the nature of
Improved Critical. Rurik scores critical hits on rolls of 19 and 20. the cargo, but will the party be willing to help a smuggler if the
Remarkable Athlete. Rurik can add half his proficiency bonus truth comes out?
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3
feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Rurik can use a bonus action to regain 1d10 + 8 hit points.

126
Rurik Rockfist (level 12) Actions
Medium humanoid (mountain dwarf), neutral Multiattack. Rurik makes three weapon attacks. Additionally, as a
Class Fighter (lvl 12) Armor Class 17 (halfplate) bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 136 (12d10 + 60) Hand Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Occupation Smuggler Speed 25 ft. creature. Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Two hand axes, traders clothes, halfplate, loupe of true sight, 4pp,
Saving Throws Strength +7, Constitution +9 25gp, 22sp, 36cp, 5 gems each worth 5gp
Skills Deception +4, Intimidation +4, Stealth +5, Survival +5;
Tools Dice, Thieves’ Tools
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Rurik can take an additional action on top of his normal
action and possible bonus action.
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.
Dwarven Resilience. Rurik has advantage on saving throws
against poison.
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Rurik may add his
ability modifier to damage rolls with his offhand weapon.
Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
Indomitable (1/day). Rurik can reroll a failed saving throw.
Remarkable Athlete. Rurik can add half his proficiency bonus
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3
feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Rurik can use a bonus action to regain 1d10 + 12 hit points.

127
Rurik Rockfist (level 16) Actions
Medium humanoid (mountain dwarf), neutral Multiattack. Rurik makes three weapon attacks. Additionally, as a
Class Fighter (lvl 16) Armor Class 17 (halfplate) bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 170 (16d10 + 80) Hand Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Occupation Smuggler Speed 25 ft. creature. Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 16 (+3) Two hand axes, traders clothes, halfplate, loupe of true sight, 4pp,
Saving Throws Strength +8, Constitution +10 75gp, 22sp, 5 gems each worth 5gp
Skills Deception +8, Intimidation +8, Stealth +6, Survival +6;
Tools Dice, Thieves’ Tools
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Rurik can take an additional action on top of his normal
action and possible bonus action.
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.
Dwarven Resilience. Rurik has advantage on saving throws
against poison.
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Rurik may add his
ability modifier to damage rolls with his offhand weapon.
Indomitable (2/day). Rurik can reroll a failed saving throw.
Remarkable Athlete. Rurik can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3
feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Rurik can use a bonus action to regain 1d10 + 16 hit points.
Superior Critical. Rurik scores critical hits on rolls of 18 – 20.

128
Rurik Rockfist (level 20) Actions
Medium humanoid (mountain dwarf), neutral Multiattack. Rurik makes four weapon attacks. Additionally, as a
Class Fighter (lvl 20) Armor Class 17 (halfplate) bonus action he can make an attack with his other weapon.
Background Criminal Hit Points 214 (20d10 + 100) Hand Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Occupation Smuggler Speed 25 ft. creature. Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 18 (+4) Two hand axes, traders clothes, halfplate, loupe of true sight, 4pp,
Saving Throws Strength +9, Constitution +11 140gp, 100sp, 5 gems each worth 5gp
Skills Deception +10, Intimidation +10, Stealth +7, Survival +7;
Tools Dice, Thieves’ Tools
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish
Challenge 8 (3,900 XP)
Action Surge (2/day: Recharges after a Short or Long Rest).
On his turn, Rurik can take an additional action on top of his
normal action and possible bonus action.
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.
Dwarven Resilience. Rurik has advantage on saving throws
Silk Slippers (8 pairs)
against poison.
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor (included in his stat block). Pelts (4 Bear, 12 Deer, 1 Wyver
Fighting Style (Two-Weapon Fighting). Rurik may add his
n**)
ability modifier to damage rolls with his offhand weapon.
Indomitable (3/day). Rurik can reroll a failed saving throw. Ale* (5 barrels)
Remarkable Athlete. Rurik can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3 Spirits (2 barrels Dwarven, 2
feet.
barrels
Second Wind (Recharges after a Short or Long Rest). On his
Gnomish)
turn Rurik can use a bonus action to regain 1d10 + 20 hit points.
Superior Critical. Rurik scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of his turns, if Rurik has 106 Assorted alchemy supplies**
or fewer hit points, he regains 10 hit points. He does not gain
this benefit if he has 0 hit points.
Elvish armor (3 complete sets
)

129
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, ruffians, thieves. Their reputation precedes
them and their flag 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 flies the flag of The Black Mast.
They travel primarily by boat, but will travel overland if need
demands it. Most often 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 The
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 The Black Mast. They are the captain and first mate,
respectively, of a ship that, more often than not, is outfitted with a
brand new crew up to no good. The two have worked out a rather
clever strategy for maintaining discretion about their business
ventures, and for maximizing their share of profits. Suffice it to say,
if you’re a lowlife looking for adventure, danger, and the promise of
riches, The Tyrant could be the last ship you ever crew...
Jackdaws Sisters of Sin
‘The Sisters’, as they are often called, are admired by some, and
In any city you can see them; scavenger birds crowding and
despised by others. They are a loosely-associated network of women
chattering over rubbish piles. As a city grows bigger and filthier
who run brothels throughout the major cities of the realm. The Sisters
and the trash accumulates, the jackdaws and other vermin grow
of Sin take pride in their work. Each leader, commonly referred to as
fat, content and numerous. Like the bird which gives them their
a ‘mother’, has control over a particular district of a city—if not the
name, The Jackdaws are opportunists, not ones to let a chance
entire city—and watches over all of the girls in her charge.
for profit slip through their fingers; mugging, burglary, extortion,
even the occasional assassination are all fair game as far as they’re The Sisters usually have a good idea of what’s going on politically,
concerned. Once the bones of the city are picked clean, or bigger as their prices for companionship only attract
scavengers show their faces, The the upper elite. Small talk can sometimes be
Jackdaws take flight, find a new nest, rather interesting, you see, and all of the
and leave others to clean up the mess. girls are good listeners. They have been
responsible for ruining many political
Mal Addik (p.156) is as close to a
careers throughout the decades, and
leader as The Jackdaws have. His
even for taking down some of the most
voice is listened to more often
powerful noble houses through scandal
than not, anyway.
and outrage.
Unwilling as he may be,
Willing to accept payment for useful
Talim Nezara (p.174)
information and spilled secrets, they don’t
finds a living of sorts
much care for who that knowledge might
amongst The Jackdaws
ruin, or the long term ramifications. They
as an infiltrator
view the world outside of their brothels as
and burglar.
a cruel place that they must have an edge
Once an unquestioning in to get by. Their private disclosures and
thug, Mardren the impact they could have is what gives
Mar (p.38) has, them that edge.
unbeknownst to his
Elenor Ravenhair (p.32) was once a
former cronies, turned
companion in a house controlled by The
his cloak and now
Sisters. She started learning the art of
works for the city watch,
seduction when she was barely a woman,
passing them information
and enjoyed being adored by handsome princes
from inside the gang.

130
and young noblemen, until she did what a companion should Two Blades
never do, and fell in love with one. Her house mother, a cruel Assassins are greedy. Assassins are ruthless. Assassins are utterly
woman who had long since given up on the idea of love, made self-assured in their own abilities. Exploit these traits to their
gentle threats to keep things professional. When Elenor ignored extreme, and you’ll find the Two Blades. Theirs is an elegantly
her and met with her new love in secret, quick and merciless action blunt method—two assassins are sent on every mission, each with
was taken. two targets: firstly, the mark, secondly, the other assassin. Some
To punish Elenor, the house mother went after her forbidden love. covet wealth; the promise of close to double what they could make
In no time at all he was accused of conspiracy by a member of working for another guild entices them. Some desire esteem; ‘the
his own noble house and banished within a month. Elenor wept assassin of assassins’ is an epithet worth risking all for. Some…well,
alone in her quarters. When her tears had dried and the pain of some are just blood-thirsty maniacs. All share an uneasy truce at
his memory was only a lingering wound, she decided to leave the their headquarters, each of them knowing that any other of them
sisterhood, dreaming of a day that her love would once again hold could have a knife to their throat on the next job, and that as each
her in his arms. Often she thinks of ways that she could claim job goes by, the blades are only getting sharper.
retribution on those responsible for his banishment. 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.

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 flavor to a
criminal headquarters, let these evil characters inspire you. Perhaps their schemes coincide, or even conflict, 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 Thief 174
9 Utan Brabus Fighter Chaotic Evil Noble Mercenary 180
10 Yrla Silverhand Rogue Neutral Evil Assassin Guild Leader 186

131
systematically murders each one of his crew members; all but his
Bram Rothwell first mate Stanus (p.168). This strategy is intended to prevent word
Medium humanoid (human), chaotic evil
of their exploits from spreading too far, and to make sure the price
Class Fighter (lvl 1) Armor Class 16 (breastplate) for their services remains at a premium. After all the loose ends are
Background Sailor Hit Points 12 (1d10 + 2) taken care of, Bram quickly spends his earnings on his vices and
Occupation Slaver Speed 30 ft. the whole cycle starts over again.
STR DEX CON INT WIS CHA Personality Traits
16 (+3) 14 (+2) 15 (+2) 11 (+0) 9 (–1) 13 (+1)
"The right foot! Step with the right foot first, damn you!" Bram has a
Saving Throws Strength +5 Constitution +4 deeply ingrained sense of superstition and sees omens in the most
Skills Athletics +5, Intimidation +3, Perception +1, Survival +1; trivial things. He doesn’t believe in fate, but instead believes that
Tools Navigator's Tools, Water Vehicles luck and bad luck shape his future.
Senses passive Perception 11
Languages Common, Orcish Ideals
Challenge 1 (200 XP) "I'd sooner be dead than take orders." Master and slaver are the two
Ship's Passage. Bram can secure free passage on a ship for roles in life. He is a predator and most other folk are the prey.
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his
Bonds
ability modifier to damage rolls with his offhand weapon. "He's not a good man, but he's a fine sailor." His first mate
Stanus is the only man he trusts but he’d never give his
Second Wind (Recharges after a Short or Long Rest). On
life for him. Bram has never been in love, but secretly
his turn Bram can use a bonus action to regain 1d10 + 1
longs for romance.
hit points.

Actions
Flaws
"I just weeded out the weakest of the bunch.
Two-Weapon Fighting. When Bram makes a
You ought to be grateful." His methods are
Cutlass attack, he can make another Cutlass
brutal and often over-the-top even by
attack with the other hand as a
slaver standards. This has resulted in dead
bonus action.
merchandise on more than one occasion,
Cutlass. Melee Weapon Attack: +5 to hit, reach but Bram himself just snickers.
5 ft., one creature. Hit: 6 (1d6 + 3)
slashing damage Roleplaying Bram
Pistol. Ranged Weapon Attack: +4 to hit, range Bram Rothwell is a middle aged man with a terrible
30/90 ft., one creature. Hit: 7 (1d10 + 2) temper and little patience. For him there is no such
piercing damage thing as a friendly argument. Instead he sees any
disagreement with his orders or opinion as a direct
Overview attack.
Bram Rothwell has a reputation as a brutal Stanus is the only man he will allow to question
captain and tyrant. He is cold and calculating in him, as he’s been proven to have a much cooler
his business deals, that are most often related head in times of stress and danger.
to the acquisition, transport, and sale of
Bram has skipped out on so many debts, some
slaves.
rather sizable, that he is always looking over his
He is most frequently found in port cities, spending shoulder and ready at a moment’s notice to leave town.
his ill gotten gains on gambling, hard drink, and He is usually one step ahead of his pursuers, but when he’s
female companionship. not, he’s not afraid of fighting.
Bram claims that he lives his life in a constant and While in a fight Bram wields two cutlasses, one in
repeating cycle. He wakes up one day in a drunken each hand, and is more than a match for the most
stupor with not a copper to his name. This is how he highly trained swordsman. This is primarily due to
knows it’s time to leave town and put together a new his fighting style and total disregard for honor. He will always stab
group of hearty sailors. He assembles a skeleton crew an enemy in the back if he gets the chance and doesn’t see much
and sets sail before anyone he owes money to realizes he’s gone. point in ever fighting fair.
He raises the flag 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 “Honor and chivalry are for knights and nobles,
for him to fill his bunks with the most wicked and unsavory of I am neither and don’t pretend to be one.”
men, each of them willing to do what ever it takes to make a few
gold pieces for services rendered. Weapons, Armor & Items
After he’s secured a job and delivered the merchandise, Bram Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
pistols, 10 shot, 2gp, 30sp, signet ring (5gp)

132
Bram Rothwell (level 4) Captain on Deck
Medium humanoid (human), chaotic evil The oilskin coat kept out the wet, but it did nothing for the cold.
The captain was used to it; he'd spent more of his life on deck than
Class Fighter (lvl 4) Armor Class 16 (breastplate)
on land. The ship bucked under him like some great, angry beast,
Background Sailor Hit Points 36 (4d10 + 8)
the howling winds whipped the sea up over the bow and gunwales,
Occupation Slaver Speed 30 ft.
the deck was awash with foam, and Bram didn't miss a step as
STR DEX CON INT WIS CHA he paced the length of the Tyrant. Three nights now he'd spent
18 (+4) 14 (+2) 15 (+2) 11 (+0) 9 (–1) 13 (+1) pacing, and three nights the albatross had circled. An ill omen, he
Saving Throws Strength +6 Constitution +4 reckoned; all knew that the bird was the spirit of a dead sailor, and
Skills Athletics +6, Intimidation +3, Perception +1, Survival +1; Bram had plenty of those in his past, none of them a friend to him.
Tools Navigator's Tools, Water Vehicles A crack of lightning illuminated the moonless sky and, through the
Senses passive Perception 11 lashing rain, Bram saw no sign of white wings against the black.
Languages Common, Orcish Good. He strode to the stern and peered into the restless sea below.
Challenge 2 (450 XP) There. With another crack, the fin jutting from the water like a
Action Surge (Recharges after a Short or Long Rest). On his jagged tooth was thrown into sharp relief. A shark following meant
turn, Bram can take an additional action on top of his normal blood would soon be spilled. A good sign.
action and possible bonus action. Bram would have his work cut out for him; he'd assembled a good
Fighting Style (Two-Weapon Fighting). Bram may add his crew for this voyage, or rather a bad crew - the baddest of the bad.
ability modifier to damage rolls with his offhand weapon. Scum of the earth, just how he liked them. But—another crack
Improved Critical. Bram scores critical hits on rolls of 19 and 20. shadowed the sockets of the gull-pecked skull swinging from the
yardarm; all that was left of the dwarven dissenter—he was captain,
Second Wind (Recharges after a Short or Long Rest). On his
and he was worse than any of them.
turn Bram can use a bonus action to regain 1d10 + 4 hit points.
Some of them had potential, it was true; there were always some
Ship's Passage. Bram can secure free passage on a ship for
with potential. Brophy excelled at keeping the cargo in line,
himself and his companions.
Craddock was one of the strongest men he had ever met, and it
Actions 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
Two-Weapon Fighting. When Bram makes an attack with his been proud to have them weigh his anchor, swab his decks and
main-hand Cutlass, he may also attack with his off-hand Cutlass as gather his plunder.
a bonus action.
They'd all be food for the sharks this time tomorrow.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) slashing damage
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage
Weapons, Armor & Items
Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
pistols, 10 shot, 4gp, 30sp, signet ring (5gp)

133
Bram Rothwell (level 8) Actions
Medium humanoid (human), chaotic evil Multiattack. Bram makes two weapon attacks. Additionally, as a
Class Fighter (lvl 8) Armor Class 16 (breastplate) bonus action he can make an attack with his other weapon.
Background Sailor Hit Points 76 (8d10 + 24) Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Occupation Slaver Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage
STR DEX CON INT WIS CHA Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
20 (+5) 14 (+2) 16 (+3) 11 (+0) 9 (–1) 14 (+2) creature. Hit: 7 (1d10 + 2) piercing damage
Saving Throws Strength +8 Constitution +6 Weapons, Armor & Items
Skills Athletics +8, Intimidation +5, Perception +2, Survival +2; Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
Tools Navigator's Tools, Water Vehicles pistols, 10 shot, 10gp, 42sp, signet ring (5gp)
Senses passive Perception 12
Languages Common, Orcish
Challenge 4 (1,100 XP)
Action Surge (Recharges after a Short or Long Rest). On his Bram in Your Game
turn, Bram can take an additional action on top of his normal
While Bram is a villainous character, he is not a fool; if the party
action and possible bonus action.
have coin to offer, he may legitimately offer his services, and his
Fighting Style (Two-Weapon Fighting). Bram may add his vessel, to transport them across the sea. If the party discover
ability modifier to damage rolls with his offhand weapon. the slaves he is transporting in the lower decks, that’s another
Improved Critical. Bram scores critical hits on rolls of 19 and 20. issue…
Second Wind (Recharges after a Short or Long Rest). On his Quest Hook. A very drunk Bram offers the party a place in
turn Bram can use a bonus action to regain 1d10 + 8 hit points. his crew, perhaps letting a little too much slip about the nature
Remarkable Athlete. Bram can add half his proficiency bonus of his slaving racket. Do the party accept the coin, taking the
(+2) to any Strength, Dexterity, or Constitution check that opportunity to take his operation down from the inside, or does
doesn’t already use his proficiency bonus. Additionally, the a battle with his eager new recruits ensue? An evil party might
distance Bram covers with a running long jump increases by 5 even be persuaded to legitimately accept his offer, though they
feet. may get more than they bargained for...
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.

134
Bram Rothwell (level 12) Actions
Medium humanoid (human), chaotic evil Multiattack. Bram makes three weapon attacks. Additionally, as a
Class Fighter (lvl 12) Armor Class 17 (breastplate) bonus action he can make an attack with his other weapon.
Background Sailor Hit Points 124 (12d10 + 48) Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Occupation Slaver Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage
STR DEX CON INT WIS CHA Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
20 (+5) 14 (+2) 18 (+4) 11 (+0) 9 (–1) 14 (+2) ft., one creature. Hit: 7 (1d10 + 2) piercing damage
Saving Throws Strength +9 Constitution +8 Weapons, Armor & Items
Skills Athletics +9, Intimidation +6, Perception +3, Survival +3; Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
Tools Navigator's Tools, Water Vehicles pistols, 10 shot, 3pp, 10gp, 50sp, signet ring (5gp)
Senses passive Perception 13
Languages Common, Orcish
Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Bram can take an additional action on top of his normal
action and possible bonus action.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Improved Critical. Bram scores critical hits on rolls of 19 and 20. A good stock gathered from
Indomitable (1/day). Bram can reroll a failed saving throw. the floating
Remarkable Athlete. Bram can add half his proficiency bonus market:
(+2) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the 11 dwarves, 8 elves, and 13
distance Bram covers with a running long jump increases by 5 men.
feet. The dwarves should fetch
a good price with
Second Wind (Recharges after a Short or Long Rest). On his
Brabus, and Annak is alw
turn Bram can use a bonus action to regain 1d10 + 12 hit points.
ays looking for
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
elven fighters.

Less 1 dwarf already after


he saw fit to
speak out of turn. Shaved
, beaten, and
hanged from the yardarm
- should
discourage further bouts of
foolishness and
loss of merchandise.

135
Bram Rothwell (level 16) Actions
Medium humanoid (human), chaotic evil Multiattack. Bram makes three weapon attacks. Additionally, as a
Class Fighter (lvl 16) Armor Class 17 (breastplate) bonus action he can make an attack with his other weapon.
Background Sailor Hit Points 180 (16d10 + 80) Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Occupation Slaver Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage
STR DEX CON INT WIS CHA Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one
20 (+5) 14 (+2) 20 (+5) 11 (+0) 9 (–1) 14 (+2) creature. Hit: 7 (1d10 + 2) piercing damage
Saving Throws Strength +10 Constitution +10 Weapons, Armor & Items
Skills Athletics +10, Intimidation +7, Perception +4, Survival +4; Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
Tools Navigator's Tools, Water Vehicles pistols, 10 shot, 4pp, 20gp, 75sp, signet ring (5gp)
Senses passive Perception 14
Languages Common, Orcish
Challenge 7 (2,900 XP)
Action Surge (Recharges after a Short or Long Rest). On his
turn, Bram can take an additional action on top of his normal
action and possible bonus action.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Indomitable (2/day). Bram can reroll a failed saving throw.
Remarkable Athlete. Bram can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Bram covers with a running long jump increases by 5
feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Bram can use a bonus action to regain 1d10 + 16 hit points.
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Superior Critical. Bram scores critical hits on rolls of 18 – 20.

136
Bram Rothwell (level 20) Actions
Medium humanoid (human), chaotic evil Multiattack. Bram makes four weapon attacks. Additionally, as a
Class Fighter (lvl 20) Armor Class 17 (breastplate) bonus action he can make an attack with his other weapon.
Background Sailor Hit Points 224 (20d10 + 80) Cutlass. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Occupation Slaver Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage
STR DEX CON INT WIS CHA Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one
20 (+5) 14 (+2) 20 (+5) 11 (+0) 9 (–1) 18 (+4) creature. Hit: 7 (1d10 + 2) piercing damage
Saving Throws Strength +11 Constitution +11 Weapons, Armor & Items
Skills Athletics +11, Intimidation +10, Perception +5, Survival +5; Sailors’ clothes, breastplate, Black Heart's blade, 2 cutlasses, 2
Tools Navigator's Tools, Water Vehicles pistols, 10 shot, 10pp, 50gp, 100sp, signet ring (5gp)
Senses passive Perception 15
Languages Common, Orcish
Challenge 9 (5,000 XP)
Action Surge (2/day: Recharges after a Short or Long Rest).
On his turn, Bram can take an additional action on top of his
normal action and possible bonus action.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor (included in his stat block).
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Indomitable (3/day). Bram can reroll a failed saving throw.
Remarkable Athlete. Bram can add half his proficiency bonus
(+3) to any Strength, Dexterity, or Constitution check that
doesn’t already use his proficiency bonus. Additionally, the
distance Bram covers with a running long jump increases by 5
feet.
Second Wind (Recharges after a Short or Long Rest). On his
turn Bram can use a bonus action to regain 1d10 + 20 hit points.
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Superior Critical. Bram scores critical hits on rolls of 18 – 20.
Survivor. At the beginning of each of his turns, if Bram has 112
or fewer hit points, he regains 10 hit points. He does not gain
this benefit if he has 0 hit points.

137
powerful house, and therefore enhance his own position. Erdan is
Erdan Liandon welcomed in and given his pick. Then one day, without warning,
Medium humanoid (half elf), lawful evil
he vanishes without a trace, undoubtedly heavily burdened with
Class Rogue (lvl 1) Armor Class 14 (leather) coins and valuable heirlooms.
Background Charlatan Hit Points 8 (1d8) Erdan was never formally trained in swordplay, but he’s picked
Occupation Con Artist Speed 30 ft. up a few tricks. What he lacks in strength he makes up for with
STR DEX CON INT WIS CHA intelligence and charisma. He can often talk his way out of conflict
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 16 (+3) but will not hesitate to strike at the most opportune moment.
Saving Throws Dexterity +5, Intelligence +4 Personality Traits
Skills Deception +7, Insight +6, Perception +4, Persuasion +5,
“I’ve never felt a love like this before...” Erdan falls in and out of love
Sleight of Hand +5, Stealth +5; Tools Disguise Kit, Forgery Kit
with the waxing and waning of the moon. He is a shameless flirt
Senses Dark Vision 60 ft., passive Perception 14
and is not afraid to compliment women and make them feel like
Languages Common, Elven, Draconic, Thieves’ Cant
goddesses. He can deceive even the most suspicious of folk, and
Challenge 1/4 (50 XP)
convince them that he is not only honorable, but trustworthy as
Sneak Attack (1/turn). Erdan can deal an extra 1d6 damage to well.
one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. Ideals
He doesn’t need advantage on the attack roll if another “They should look out for themselves. I know I do.” He is
enemy of the target is within 5 feet of it, that enemy isn’t selfish and only ever looks out for number one, feeling that
incapacitated, and he doesn’t have disadvantage on the sticking your neck out for someone else is foolish.
attack roll.
Expertise (Deception and Insight). Erdan doubles his Bonds
proficiency bonus to checks with his Expertise skills. “How many beautiful, illegitimate children must be
False Identity. Erdan has created a second identity, running around the halls of noble houses? Do you
including relevant documents, contacts and know, I’ve quite lost count.” Erdan has run out of
disguises. In addition, he can forge documents cities to hide in. He secretly desires to one day
and mimic handwriting as long as he has seen an restore honor to his family name and reinstate
example of the kind of document or a sample of their noble status.
the handwriting. Flaws
Fey Ancestry. Erdan has advantage on saving throws “I’m in the hunt for the chase, not the kill.” He’s always
against being charmed and magic can’t put him to in debt, spending his ill-gotten gains faster than he can
sleep. collect them. He can’t resist running a con if it means
Actions even the smallest pay-off. For him, the excitement of
the con is more rewarding than the wealth it may
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., render, which has sometimes caused him to lose
one creature. Hit: 7 (1d8 + 3) piercing damage. focus on why he’s doing what he’s doing.
Overview Roleplaying Erdan
Erdan lives his life to the fullest and doesn’t Erdan is always bouncing from one lie to another. He
give much consideration to the feelings of has an extremely good memory and can weave together
others. He has always been good looking and, infinitely complex stories while keeping track of each detail.
being a half elf, is an exotic fling for many human women He plans and executes cons out of a general desire for mischief
of high status. Born the bastard of the youngest daughter and excitement. The fringe benefits of romancing beautiful
of a once-noble family (whose name had long-since women certainly don’t hurt...
lost its power), his father was an elven vagabond more
He will always try to talk his way out of a fight, and when
comely than faithful or honorable
diplomacy fails, he will run. He may be manipulative, but he’s
Erdan grew up to be cut from the same cloth as the father not stupid.
he never knew. He is what many folk call a ‘con artist’ and
always has some nefarious activity in some state of planning “I’ve never been much of a nobleman,
or execution. His most commonly used con is posing as a noble but if someone were to mistake me for one,
from an obscure family in a distant land, paying people to spread I wouldn’t blame them.”
rumors of his new identity to add legitimacy to his claims. Then he
works his way into noble families in various ways, usually starting Weapons, Armor & Items
with a proposition of marriage. The lord of the land can’t resist the
Leather armor, rapier, fine clothes, papers of pedigree (forged),
opportunity to marry one of his daughters off to the son of a more
enhanced forger’s kit, 8gp, 6sp, fine tooled leather gloves (5gp)

138
Erdan Liandon (level 4) In the Henhouse
Medium humanoid (half elf), lawful evil “This house, although undiminished in spirit, will soon be
great in stature once again, thanks to our imminent joining in
Class Rogue (lvl 4) Armor Class 14 (leather)
matrimony with House Liandon…”
Background Charlatan Hit Points 23 (4d8)
Occupation Con Artist Speed 30 ft. Erdan politely smiled and tipped his head to the blustering oaf at
the head of their table. The ‘venerable’ head of House Thorne. A
STR DEX CON INT WIS CHA red-faced fool, and far from the richest fool at that. Why in all the
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 18 (+4) hells was he here, anyway?
Saving Throws Dexterity +5, Intelligence +4 The slender foot brushing his calf brought the reason sharply
Skills Deception +8, Insight +6, Perception +4, Persuasion +6, into focus. Pretty, witty Elsie Thorne. He did his best not to
Sleight of Hand +5, Stealth +5; Tools Disguise Kit, Forgery Kit acknowledge her when her father looked directly at him but it was
Senses Dark Vision 60 ft., passive Perception 14 difficult. Elsie was certainly an amusing (and energetic) diversion.
Languages Common, Elven, Draconic, Thieves’ Cant He’d have to have a word in her ear later. Several words in fact…
Challenge 1 (200 XP) “…I hope that as our houses grow in mutual prosperity, so too
Sneak Attack (1/turn). Erdan can deal an extra 2d6 damage to do they grow in affection...”
one creature he hits with an attack if he has advantage on the Erdan’s attention was drawn away from Elsie and onto the hand
attack roll. The attack must use a finesse or ranged weapon. He traveling up his inner thigh, belonging to the beautiful Seraphina
doesn’t need advantage on the attack roll if another enemy of the Thorne, his betrothed, though her face remained cordially
target is within 5 feet of it, that enemy isn’t incapacitated, and he impassive. Seraphina was more outwardly proper than her wildcat
doesn’t have disadvantage on the attack roll. of a younger sister. Their engagement had been one of solemn,
Assassinate. Erdan has advantage on attack rolls on any creature chaperoned strolls in the gardens and respectable goodnight kisses
that hasn’t taken a turn in combat yet. In addition any hit he on the hand, but Erdan knew that, jealous of her sister’s carefree
scores against a creature that is surprised is a critical hit. wantonness, she hid a desperate passion she hoped Erdan would
Cunning Action. Erdan can take a bonus action on each of his satisfy. Her caresses made promises she clearly thought he’d never
turns during combat. He can use this action to Dash, Disengage, known before, the naive little thing.
or Hide. “As we restore this family to its former glory, let us not forget…”
Expertise (Deception and Insight). Erdan doubles his Erdan glanced towards the end of the table and House Thorne’s
proficiency bonus to checks with his Expertise skills. matriarch, Lady Hortensia – middle-aged, but still elegant, assured,
False Identity. Erdan has created a second identity, including and…supple – cocked an eyebrow. Clearly she thought this small
relevant documents, contacts and disguises. In addition, he gesture all that was needed to captivate his attention, and she wasn’t
can forge documents and mimic handwriting as long as he has far off; a less-experienced man would have easily (and happily)
seen an example of the kind of document or a sample of the succumbed. Erdan was happy to indulge the power fantasy she
handwriting. believed she had over him, and was enjoying himself immensely.
Fey Ancestry. Erdan has advantage on saving throws against “Wouldn’t you agree, Erdan?” The lord of the manor had clearly
being charmed and magic can’t put him to sleep. built himself up to a sufficient head of steam, and now expected his
hollow boasts to be confirmed.
Actions
There was a pregnant pause, as Erdan realized he hadn’t heard a
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. word the old buffoon had been blathering on about.
Hit: 7 (1d8 + 3) piercing damage. “Of course, my lord,” he said, non-commitally, raising his wine
Weapons, Armor & Items glass. This seemed to be met with the desired effect, and Lord
Thorne chuckled knowingly.
Leather armor, rapier, fine clothes, papers of pedigree (forged),
enhanced forger’s kit, 15gp, 26sp, fine tooled leather gloves (5gp) 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.

139
Erdan Liandon (level 8) Actions
Medium humanoid (half elf), lawful evil Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 14 (leather) Hit: 7 (1d8 + 3) piercing damage.
Background Charlatan Hit Points 43 (8d8) Reactions
Occupation Con Artist Speed 30 ft.
Uncanny Dodge. When Erdan is hit with an attack from an
STR DEX CON INT WIS CHA
attacker that he can see, he can halve the attack’s damage.
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 20 (+5)
Saving Throws Dexterity +6, Intelligence +5 Weapons, Armor & Items
Skills Deception +11, Insight +8, Perception +5, Persuasion +11, Leather armor, rapier, fine clothes, papers of pedigree (forged),
Sleight of Hand +6, Stealth +9; Tools Disguise Kit, Forgery Kit enhanced forger’s kit, 25gp, 35sp, fine tooled leather gloves (5gp)
Senses Dark Vision 60 ft., passive Perception 15
Languages Common, Elven, Draconic, Thieves’ Cant
Challenge 2 (450 XP)
Sneak Attack (1/turn). Erdan can deal an extra 4d6 damage to Erdan in Your Game
one creature he hits with an attack if he has advantage on the
Erdan’s dual life means he could either be encountered at a
attack roll. The attack must use a finesse or ranged weapon. He
noble’s dinner table, or crudely boasting about his conquests
doesn’t need advantage on the attack roll if another enemy of the
in a seedy tavern. Unless they are obviously wealthy, Erdan
target is within 5 feet of it, that enemy isn’t incapacitated, and he
will probably show little interest in the party; he will simply be
doesn’t have disadvantage on the attack roll.
another drunken bore.
Assassinate. Erdan has advantage on attack rolls on any creature
If a player character has a noble background, it is entirely
that hasn’t taken a turn in combat yet. In addition any hit he
possible they will recognize him from a previous event. Perhaps
scores against a creature that is surprised is a critical hit.
he was even previously engaged to an acquaintance, but the
Cunning Action. Erdan can take a bonus action on each of his wedding never went ahead as planned.
turns during combat. He can use this action to Dash, Disengage,
Quest Hook. A wealthy family’s son-in-law to-be has apparently
or Hide.
been kidnapped. The party are hired to track him down and
Evasion. When Erdan is subjected to an effect that allows him bring him home. What the family doesn’t know is that they have
to make a Dexterity saving throw to only take half damage, he been the victim of one of Erdan’s cons, who left evidence of a
takes no damage on a successful saving throw and half damage break-in to cover his disappearance, and is currently enjoying
on a failed one. his spoils. Will the party bring him to justice, or accept his
Expertise (Deception, Insight, Persuasion, and Stealth). Erdan generous offer of payment to deliver the news of his ‘untimely
doubles his proficiency bonus to checks with his Expertise skills. death’?
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.
Fey Ancestry. Erdan has advantage on saving throws against
being charmed and magic can’t put him to sleep.

140
Erdan Liandon (level 12) Actions
Medium humanoid (half elf), lawful evil Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 15 (leather) Hit: 8 (1d8 + 4) piercing damage.
Background Charlatan Hit Points 63 (12d8) Reactions
Occupation Con Artist Speed 30 ft.
Uncanny Dodge. When Erdan is hit with an attack from an
STR DEX CON INT WIS CHA
attacker that he can see, he can halve the attack’s damage.
8 (–1) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 20 (+5)
Saving Throws Dexterity +8, Intelligence +6 Weapons, Armor & Items
Skills Deception +13, Insight +10, Perception +6, Persuasion +13, Leather armor, rapier, fine clothes, papers of pedigree (forged),
Sleight of Hand +6, Stealth +12; Tools Disguise Kit, Forgery Kit enhanced forger’s kit, 45gp, 80sp, fine tooled leather gloves (5gp)
Senses Dark Vision 60 ft., passive Perception 16
Languages Common, Elven, Draconic, Thieves’ Cant
Challenge 3 (700 XP)
Sneak Attack (1/turn). Erdan can deal an extra 6d6 damage to
one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. He
doesn’t need advantage on the attack roll if another enemy of the

L
target is within 5 feet of it, that enemy isn’t incapacitated, and he
doesn’t have disadvantage on the attack roll.
et it be known that this man, my
Assassinate. Erdan has advantage on attack rolls on any creature son and heir Erdan, is in need of
a wife.
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.
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. Too long has he squandered his money
Evasion. When Erdan is subjected to an effect that allows him
to make a Dexterity saving throw to only take half damage, he on trinkets for the objects of his
takes no damage on a successful saving throw and half damage
on a failed one.
fancy, and throwing lavish parties for
Expertise (Deception, Insight, Persuasion, and Stealth). Erdan their companions.
doubles his proficiency bonus to checks with his Expertise skills.
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
Such is my will for him to be wed
seen an example of the kind of document or a sample of the with haste, I am prepared to settle
handwriting.
Fey Ancestry. Erdan has advantage on saving throws against for even the meanest dowry.
being charmed and magic can’t put him to sleep.
Infiltration Expertise. Erdan can spend seven days and 25gp
to create a false identity for himself with established history Eldan Liandon
and connections. He can’t establish an identity that belongs to
someone else. When disguised this way, people will believe him Lord of Cragholme
to be the new identity unless given reason not to.
Reliable Talent. Whenever Erdan makes an ability check that
lets him add his proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.

141
Infiltration Expertise. Erdan can spend seven days and 25gp
Erdan Liandon (level 16) to create a false identity for himself with established history
Medium humanoid (half elf), lawful evil
and connections. He can’t establish an identity that belongs to
Class Rogue (lvl 16) Armor Class 16 (leather) someone else. When disguised this way, people will believe him
Background Charlatan Hit Points 83 (16d8) to be the new identity unless given reason not to.
Occupation Con Artist Speed 30 ft. Reliable Talent. Whenever Erdan makes an ability check that
STR DEX CON INT WIS CHA lets him add his proficiency bonus, he can treat a d20 roll of 9 or
8 (–1) 20 (+5) 10 (+0) 14 (+2) 14 (+2) 20 (+5) lower as a 10.
Saving Throws Dexterity +10, Intelligence +7, Wisdom +7 Actions
Skills Deception +15, Insight +12, Perception +7, Persuasion +15,
Sleight of Hand +10, Stealth +15; Tools Disguise Kit, Forgery Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Kit Hit: 9 (1d8 + 5) piercing damage.
Senses Dark Vision 60 ft., passive Perception 17 Reactions
Languages Common, Elven, Draconic, Thieves’ Cant
Challenge 4 (1,100 XP) Uncanny Dodge. When Erdan is hit with an attack from an
Sneak Attack (1/turn). Erdan can deal an extra 8d6 damage to attacker that he can see, he can halve the attack’s damage.
one creature he hits with an attack if he has advantage on the Weapons, Armor & Items
attack roll. The attack must use a finesse or ranged weapon. He
Leather armor, rapier, fine clothes, papers of pedigree (forged),
doesn’t need advantage on the attack roll if another enemy of the
enhanced forger’s kit, 90gp, 150sp, fine tooled leather gloves (5gp)
target is within 5 feet of it, that enemy isn’t incapacitated, and he
doesn’t have disadvantage on the attack roll.
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.
Blindsense. If Erdan is able to hear, he is aware of the location of
any hidden or invisible creature within 10 ft. of him.
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.
Evasion. When Erdan is subjected to an effect 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.
Expertise (Deception, Insight, Persuasion, and Stealth). Erdan
doubles his proficiency bonus to checks with his Expertise skills.
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.
Fey Ancestry. Erdan has advantage on saving throws against
being charmed and magic can’t put him to sleep.
Impostor. Erdan can flawlessly 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.

142
Infiltration Expertise. Erdan can spend seven days and 25gp
Erdan Liandon (level 20) to create a false identity for himself with established history
Medium humanoid (half elf), lawful evil
and connections. He can’t establish an identity that belongs to
Class Rogue (lvl 20) Armor Class 16 (leather) someone else. When disguised this way, people will believe him
Background Charlatan Hit Points 103 (20d8) to be the new identity unless given reason not to.
Occupation Con Artist Speed 30 ft. Reliable Talent. Whenever Erdan makes an ability check that
STR DEX CON INT WIS CHA lets him add his proficiency bonus, he can treat a d20 roll of 9 or
8 (–1) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 20 (+5) lower as a 10.
Saving Throws Dexterity +11, Intelligence +8, Wisdom +9 Stroke of Luck (Recharges after a Short or Long Rest). If
Skills Deception +17, Insight +15, Perception +9, Persuasion +17, Erdan’s attack misses a target within range, he can turn the miss
Sleight of Hand +11, Stealth +17; Tools Disguise Kit, Forgery into a hit. Alternatively, if he fails an ability check, he can treat
Kit the d20 roll as a 20.
Senses Dark Vision 60 ft., passive Perception 19
Actions
Languages Common, Elven, Draconic, Thieves’ Cant
Challenge 6 (2,300 XP) Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Sneak Attack (1/turn). Erdan can deal an extra 10d6 damage Hit: 9 (1d8 + 5) piercing damage.
to one creature he hits with an attack if he has advantage on the
Reactions
attack roll. The attack must use a finesse or ranged weapon. He
doesn’t need advantage on the attack roll if another enemy of the Uncanny Dodge. When Erdan is hit with an attack from an
target is within 5 feet of it, that enemy isn’t incapacitated, and he attacker that he can see, he can halve the attack’s damage.
doesn’t have disadvantage on the attack roll.
Weapons, Armor & Items
Assassinate. Erdan has advantage on attack rolls against any
Leather armor, rapier, fine clothes, papers of pedigree (forged),
creature that hasn’t taken a turn in combat yet. Additionally, if
enhanced forger’s kit, 200gp, 230sp, fine tooled leather gloves
he hits a surprised creature, it is counted as a critical hit.
(5gp)
Blindsense. If Erdan is able to hear, he is aware of the location of
any hidden or invisible creature within 10 ft. of him.
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.
Death Strike. When Erdan hits a surprised target, it must make
a DC 19 Constitution saving throw or take double damage from
the attack.
Elusive. No attack rolls against Erdan can have advantage as
long as he’s not incapacitated.
Evasion. When Erdan is subjected to an effect 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.
Expertise (Deception, Insight, Persuasion, and Stealth). Erdan
doubles his proficiency bonus to checks with his Expertise skills.
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.
Fey Ancestry. Erdan has advantage on saving throws against
being charmed and magic can’t put him to sleep.
Impostor. Erdan can flawlessly 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.

143
What they do not know is that Garrin is little more than a pawn
Garrin Ashcopse himself, a puppet dancing to the whims of The Voice; a demonic
Small humanoid (lightfoot halfling), chaotic evil
maelstrom of threats, mocking laughter and half-remembered
Class Warlock (lvl 1) Armor Class 13 (std. leather) promises plaguing Garrin’s psyche. What is left of Garrin is almost
Background Criminal Hit Points 9 (1d8 + 1) certain The Voice is lying when it claims the items are for a device
Occupation Crime Baron Speed 25 ft. to return Filna from the dead but, for a man as desperate and
STR DEX CON INT WIS CHA broken as Garrin, “almost certain” is not certain enough.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Garrin has the face of a man who sees nightmares on a regular
Saving Throws Wisdom +3, Charisma +5 basis. His weight has dropped quickly and he appears sunken as
Skills Arcana +4, Deception +5, Religion +4, Stealth +2; Tools a result. His eyes are surrounded by deep grey bags and rimmed
Dragonchess, Thieves’ Tools with red. When his anger flares, it might be possible to notice his
Senses passive Perception 11 eyes shift to a fiery hue.
Languages Common, Halfling Personality Traits
Challenge 1/4 (50 XP)
“Disobey me, you’re dead. Laugh at me, you’re dead. Look
Brave. Garrin has advantage on saving throws against at me funny... you getting the picture?” Garrin is a hard
being frightened. taskmaster and expects absolute and unwavering loyalty. No
Criminal Contact. Garrin has a contact in the criminal shortcomings will be tolerated or forgiven, even in his
network, and can send and receive messages to them own kin.
through various means, even over great distances.
Dark One’s Blessing. When Garrin reduces a hostile Ideals
creature to 0 hit points, he gains 4 temporary hit “If I can please The Voice, perhaps the dreams will stop.”
points. Sometimes It promises power for success, sometimes
Halfling Nimbleness. Garrin can move through only pain for failure. Either way, servitude is the only
the space of any creature that is a size larger way Garrin can survive.
than him. Bonds
Lucky. When Garrin rolls a 1 on an attack “The Voice is... demanding.” Garrin hates The
roll, ability check, or saving throw, he can Voice in his head, but he fears it even more. It’s
reroll the die and must use the new roll. broken him down into an instrument which
Naturally Stealthy. Garrin can attempt to heeds only It.
hide even when he is obscured only by a
creature that is at least one size larger than Flaws
him. “I WILL NOT BE MOCKED!” Garrin’s
Pact Magic. Garrin is a 1st-level spellcaster. nightmares are filled with manic laughter.
His spellcasting ability is Charisma (spell save Even the merest threat of laughter in the
DC 13, +5 to hit with spell attacks). He regains waking world fills him with paranoia and fury.
expended spell slots after a short or long rest,
Roleplaying Garrin
and knows the following warlock spells:
Garrin Ashcopse is entirely bereft of humor
Cantrips: eldrich blast, poison spray
or compassion. All that matters to him is the
1st level (1 slot): burning hands, hellish rebuke. procurement of magical items, and anyone who interferes with
Actions this goal will face the inferno. Insecure and temperamental, he
will flare up at the smallest slight, keeping his children constantly
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. deferential and fearful. In combat, he is fearless and wrathful,
Hit: 2 (1d4) piercing damage. focusing mercilessly on any who have provoked his rage.
Overview “Think I’m funny, eh? Let’s see how much you’re laughing when
Garrin Ashcopse was a devoted husband to his wife Filna, and you’re smeared against the walls!”
a loving father to their six children. That man has not been seen
since Filna’s death giving birth to their seventh. Unable to come to Weapons, Armor & Items
terms with her loss, Garrin disappeared for years and returned… Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
changed. of hair, 5gp
Gone was any warmth in the man, any humor or forgiveness.
His children mourned his loss, even as they feared what he had
become. They 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.

144
Garrin Ashcopse (level 4) One For Sorrow
Small humanoid (lightfoot halfling), chaotic evil 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.
Class Warlock (lvl 4) Armor Class 13 (std. leather)
Background Criminal Hit Points 27 (4d8 + 4) The childhood rhyme rattled around his head as he found himself
Occupation Crime Baron Speed 25 ft. across the clearing from the six magpies perched patiently around
the corpse. The seventh, feathers and beak smeared with gore,
STR DEX CON INT WIS CHA chattered at him from the entrails.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 18 (+4)
They watched him calmly as he approached. Gently, he turned
Saving Throws Wisdom +3, Charisma +6 the corpse’s face to him. Her lips were slightly parted, as if she was
Skills Arcana +4, Deception +6, Religion +4, Stealth +2; Tools merely sleeping. Beneath her lids, Garrin thought he saw a tiny
Dragonchess, Thieves’ Tools flicker of her eyes. Almost imperceptible. So familiar... He reached
Senses passive Perception 11 out towards her.
Languages Common, Halfling Shattering his silent hope, a harsh, bubbling vomit of laughter.
Challenge 1 (200 XP)
The birds took flight, a storm of black and white and iridescence
Agonizing Blast. Garrin adds +4 damage to his eldrich blast dissolving into thick smoke which whirled around him like a
spells on a hit. restless, roiling sea. Enveloped in inky blackness, he groped
Brave. Garrin has advantage on saving throws against blindly, and found nothing. There was no up, no down; only
being frightened. darkness in all directions.
Criminal Contact. Garrin has a contact in the criminal As he lost hope, a dim light began to form, like the moon behind
network, and can send and receive messages to them through cloud. Gradually, it took on shape; a woman. Her. He stumbled
various means, even over great distances. forward desperately, arms outstretched, and embraced... nothing.
Dark One’s Blessing. When Garrin reduces a hostile creature to The air was alive once more with wings and claws and beaks. A
0 hit points, he gains 8 temporary hit points. maelstrom of chattering birds tore at him, ripping his face, his
Eyes of the Rune Keeper. Garrin can read all writing. hands, his eyes. He was driven on his knees to the foot of a bed, that
Halfling Nimbleness. Garrin can move through the space of any bloodstained bed. A baby howled into a grave silence. No, not again.
creature that is a size larger than him. “Filna,” he murmured.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or When he awoke, he’d forgotten her face.
saving throw, he can reroll the die and must use the new roll. Outside, a magpie chattered. In the depths of his mind, a fresh peal
Naturally Stealthy. Garrin can attempt to hide even when he is of laughter.
obscured only by a creature that is at least one size larger than him.
Pact Magic. Garrin is a 4th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: blade ward, eldrich blast, poison spray
2nd level (2 slots): armor of agathys , burning hands, command,
hellish rebuke, scorching ray.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).

Actions
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage.
Pact Flail. Melee Weapon Attack: +2 to hit, reach 5ft, one creature.
Hit: 4 (1d8) bludgeoning damage .
Weapons, Armor & Items
Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
of hair, 10gp

145
Garrin Ashcopse (level 8) Actions
Small humanoid (lightfoot halfling), chaotic evil Thirsting Blade. Garrin makes two Pact Flail attacks.
Class Warlock (lvl 8) Armor Class 13 (std. leather) Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one creature.
Background Criminal Hit Points 51 (8d8 + 8) Hit: 4 (1d8) bludgeoning damage .
Occupation Crime Baron Speed 25 ft. Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 2 (1d4) piercing damage.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 20 (+5) Weapons, Armor & Items
Saving Throws Wisdom +4, Charisma +8 Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
Skills Arcana +5, Deception +8, Religion +5, Stealth +3; Tools of hair, 15gp
Dragonchess, Thieves’ Tools
Senses passive Perception 11
Languages Common, Halfling
Challenge 3 (700 XP) Garrin in Your Game
Agonizing Blast. Garrin adds +5 damage to his eldrich blast
Consumed as he is with gathering magical items, Garrin has
spells on a hit.
no real reason to take interest in the party unless they interfere
Brave. Garrin has advantage on saving throws against with his plans. He could however, through representatives, take
being frightened. on the role of a patron, sending the party out to collect items
Criminal Contact. Garrin has a contact in the criminal for him, whether that’s a dungeon delve or a trade negotiation.
network, and can send and receive messages to them through Should the party get on the wrong side of him though (which
various means, even over great distances. is an easy thing to do, given his temperament), Garrin is a
Dark One’s Blessing. When Garrin reduces a hostile creature to fearsome and unstable adversary who will stop at nothing to get
0 hit points, he gains 13 temporary hit points. even.
Dark One’s Own Luck (Recharges after a Short or Long Rest). Quest Hook. Garrin wants an artefact recovered from a tiefling
When Garrin makes an ability check or a saving throw, he may thief who stole it from his quarters in the dead of night. He has
add a d10 to the roll. He can do so after the initial roll but before enough of a description for the player characters to eventually
determining success or failure. track down Criella (p. 26), but will they be able, or even willing,
Eyes of the Rune Keeper. Garrin can read all writing. to take her treasured key before she evades capture again?
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
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.
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.
Pact Magic. Garrin is a 8th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: blade ward, eldrich blast, poison spray
4th level (2 slots): armor of agathys, burning hands, command,
fireball, fire shield, hellish rebuke, scorching ray, stinking cloud,
wall of fire.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).

146
Pact Magic. Garrin is a 12th-level spellcaster. His spellcasting
Garrin Ashcopse (level 12) ability is Charisma (spell save DC 17, +9 to hit with spell
Small humanoid (lightfoot halfling), chaotic evil
attacks). He regains expended spell slots after a short or long
Class Warlock (lvl 12) Armor Class 13 (std. leather) rest, and knows the following warlock spells:
Background Criminal Hit Points 75 (12d8 + 12) Cantrips: blade ward, eldrich blast, poison spray, true strike
Occupation Crime Baron Speed 25 ft.
5th level (3 slots): armor of agathys, burning hands, command,
STR DEX CON INT WIS CHA fireball, fire shield, flame strike, hellish rebuke, scorching ray,
10 (+0) 10 (+0) 13 (+1) 16 (+3) 12 (+1) 20 (+5) scrying, stinking cloud, wall of fire.
Saving Throws Wisdom +5, Charisma +9 Pact of the Blade (Flail). Garrin can use his action to create a
Skills Arcana +7, Deception +9, Religion +7, Stealth +4; Tools pact weapon in a free hand. He is proficient with the weapon
Dragonchess, Thieves’ Tools and it counts as magical for the purposes of overcoming
Senses passive Perception 11 resistances and immunities. The weapon disappears if it is more
Languages Common, Halfling than 5 ft. away from Garrin for more than one minute, if he dies
Challenge 5 (1,800 XP) or if he dismisses it (no action required).
Agonizing Blast. Garrin adds +5 damage to his eldrich blast
Actions
spells on a hit.
Repelling Blast. When Garrin hits a creature with eldrich blast, Thirsting Blade. Garrin makes two Pact Flail attacks.
he can push the target up to 10 feet away. Pact Flail. Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
Brave. Garrin has advantage on saving throws against Hit: 4 (1d8) bludgeoning damage plus 5 necrotic damage
being frightened. Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Criminal Contact. Garrin has a contact in the criminal Hit: 2 (1d4 ) piercing damage.
network, and can send and receive messages to them through Weapons, Armor & Items
various means, even over great distances. Ragged fine clothes, studded leather, orb of The Voice,, dagger, lock
Dark One’s Blessing. When Garrin reduces a hostile creature to of hair, 20gp
0 hit points, he gains 17 temporary hit points.
Dark One’s Own Luck (Recharges after a Short or Long Rest).
When Garrin makes an ability check or a saving throw, he may
add a d10 to the roll. He can do so after the initial roll but before
determining success or failure.
Eldrich Sight. Garrin can cast detect magic at will without
expending a spell slot.
Eyes of the Rune Keeper. Garrin can read all writing.
Fiendish Resilience. When Garrin finishes 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.
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
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.
Mystic Arcanum. Garrin may cast mass suggestion as a 6th level
spell once per day.
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.

147
Mystic Arcanum. Garrin may cast mass suggestion as a 6th-level
Garrin Ashcopse (level 16) spell once per day, forcecage as a 7th-level spell once per day, and
Small humanoid (lightfoot halfling), chaotic evil
feeblemind as an 8th-level spell once per day.
Class Warlock (lvl 16) Armor Class 13 (std. leather) Naturally Stealthy. Garrin can attempt to hide even when he is
Background Criminal Hit Points 99 (16d8 + 16) obscured only by a creature that is at least one size larger than him.
Occupation Crime Baron Speed 25 ft.
Pact Magic. Garrin is a 16th-level spellcaster. His spellcasting
STR DEX CON INT WIS CHA ability is Charisma (spell save DC 18, +10 to hit with spell
10 (+0) 10 (+0) 13 (+1) 18 (+4) 12 (+1) 20 (+5) attacks). He regains expended spell slots after a short or long
Saving Throws Wisdom +6, Charisma +10 rest, and knows the following warlock spells:
Skills Arcana +9, Deception +10, Religion +9, Stealth +5; Tools Cantrips: blade ward, eldrich blast, poison spray, true strike.
Dragonchess, Thieves’ Tools 5th level (4 slots): armor of agathys, burning hands, command,
Senses passive Perception 11 fear, fireball, fire shield, flame strike, hellish rebuke, scorching
Languages Common, Halfling ray, scrying, stinking cloud, vampiric touch, wall of fire.
Challenge 6 (2,300 XP) Pact of the Blade (Flail). Garrin can use his action to create a
Agonizing Blast. Garrin adds +5 damage to his eldrich blast pact weapon in a free hand. He is proficient with the weapon
spells on a hit. and it counts as magical for the purposes of overcoming
Repelling Blast. When Garrin hits a creature with eldrich blast, resistances and immunities. The weapon disappears if it is more
he can push the target up to 10 feet away. than 5 ft. away from Garrin for more than one minute, if he dies
Brave. Garrin has advantage on saving throws against or if he dismisses it (no action required).
being frightened.
Actions
Criminal Contact. Garrin has a contact in the criminal
network, and can send and receive messages to them through Thirsting Blade. Garrin makes two Pact Flail attacks.
various means, even over great distances. Pact Flail. Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
Dark One’s Blessing. When Garrin reduces a hostile creature to Hit: 4 (1d8) bludgeoning damage plus 5 necrotic damage.
0 hit points, he gains 21 temporary hit points. Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Dark One’s Own Luck (Recharges after a Short or Long Rest). Hit: 2 (1d4) piercing damage.
When Garrin makes an ability check or a saving throw, he may One With Shadows. When he is in an area of dim light or
add a d10 to the roll. He can do so after the initial roll but before darkness, Garrin becomes invisible until he moves or takes an
determining success or failure. action or reaction.
Eldrich Sight. Garrin can cast detect magic at will without Weapons, Armor & Items
expending a spell slot. Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
Eyes of the Rune Keeper. Garrin can read all writing. of hair, 25gp
Fiendish Resilience. When Garrin finishes 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.
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
Hurl through Hell. When Garrin hits a creature with an attack,
he can instantly teleport that creature through the lower planes.
The 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 fiend it takes 60 (10d10) psychic
damage as it reels from its horrific experience. Once he uses this
feature, he cannot use it again until he finishes a long rest.
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.

148
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or
Garrin Ashcopse (level 20) saving throw, he can reroll the die and must use the new roll.
Small humanoid (lightfoot halfling), chaotic evil
Mystic Arcanum (Mass Suggestion, Forcecage, Feeblemind,
Class Warlock (lvl 20) Armor Class 13 (std. leather) Power Word Kill). Garrin may cast mass suggestion as a 6th-level
Background Criminal Hit Points 123 (20d8 + 20) spell once per day, forcecage as a 7th-level spell once per day,
Occupation Crime Baron Speed 25 ft. feeblemind as an 8th-level spell once per day, and power word kill
STR DEX CON INT WIS CHA as a 9th-level spell once per day.
10 (+0) 10 (+0) 13 (+1) 20 (+5) 12 (+1) 20 (+5) Naturally Stealthy. Garrin can attempt to hide even when he is
Saving Throws Wisdom +7, Charisma +11 obscured only by a creature that is at least one size larger than him.
Skills Arcana +11, Deception +11, Religion +11, Stealth +6; Pact Magic. Garrin is a 20th-level spellcaster. His spellcasting
Tools Dragonchess, Thieves’ Tools ability is Charisma (spell save DC 19, +11 to hit with spell
Senses darkvision 120 ft.. passive Perception 11 attacks). He regains expended spell slots after a short or long
Languages Common, Halfling rest, and knows the following warlock spells:
Challenge 7 (2,900 XP) Cantrips: blade ward, eldrich blast, poison spray, true strike.
Agonizing Blast. Garrin adds +5 damage to his eldrich blast 5th level (4 slots): armor of agathys, burning hands, command,
spells on a hit. enthrall, fear, fireball, fire shield, flame strike, hellish rebuke, ray
Repelling Blast. When Garrin hits a creature with eldrich blast, of enfeeblement, scorching ray, scrying, stinking cloud, vampiric
he can push the target up to 10 feet away. touch, wall of fire.
Brave. Garrin has advantage on saving throws against Pact of the Blade (Flail). Garrin can use his action to create a
being frightened. pact weapon in a free hand. He is proficient with the weapon
Criminal Contact. Garrin has a contact in the criminal and it counts as magical for the purposes of overcoming
network, and can send and receive messages to them through resistances and immunities. The weapon disappears if it is more
various means, even over great distances. than 5 ft. away from Garrin for more than one minute, if he dies
Dark One’s Blessing. When Garrin reduces a hostile creature to or if he dismisses it (no action required).
0 hit points, he gains 25 temporary hit points. Actions
Dark One’s Own Luck (Recharges after a Short or Long Rest).
When Garrin makes an ability check or a saving throw, he may Thirsting Blade. Garrin makes two Pact Flail attacks.
add a d10 to the roll. He can do so after the initial roll but before Pact Flail. Melee Weapon Attack: +6 to hit, reach 5ft, one creature.
determining success or failure. Hit: 4 (1d8) bludgeoning damage plus 5 necrotic damage.
Devil’s Sight. Garrin can see in magical and non-magical Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
darkness to a distance of 120 feet. Hit: 2 (1d4) piercing damage.
Eldritch Master (1/day). Garrin can spend one minute One With Shadows. When he is in an area of dim light or
entreating his patron to regain all his expended spell slots from darkness, Garrin becomes invisible until he moves or takes an
his Pact Magic feature. action or reaction.
Eldrich Sight. Garrin can cast detect magic at will without Weapons, Armor & Items
expending a spell slot. Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
Eyes of the Rune Keeper. Garrin can read all writing. of hair, 30gp
Fiendish Resilience. When Garrin finishes 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.
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
Hurl through Hell. When Garrin hits a creature with an attack,
he can instantly teleport that creature through the lower planes.
The 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 fiend it takes 60 (10d10) psychic
damage as it reels from its horrific experience. Once he uses this
feature, he cannot use it again until he finishes a long rest.

149
You have met Ka’Laera before; she was that beggar you threw a
Ka’laera of Many Faces coin to, the stuttering dwarven trader, the noble’s son returned
Medium monstrosity (shapechanger), neutral evil
from his travels. She was your trusted friend, or your father, or
Class Rogue (lvl 1) Armor Class 13 (leather) your lover. Most spies have a network—Ka’Laera is the network.
Background Criminal Hit Points 8 (1d8) Ka’Laera lives to exert power over those weaker than herself and
Occupation Spy Speed 30 ft. revels in the destruction and humiliation of any who have wronged
STR DEX CON INT WIS CHA her. She sees any attack on her employer’s interests as a personal
8 (–1) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 17 (+3) slight, and any long term plans are put on hold to systematically
and brutally tear apart the lives of those responsible.
Saving Throw Dexterity +4, Intelligence +3
Ka’Laera’s primary weapon is fear; she spreads rumors amongst
Skills Acrobatics +4, Deception +7, Insight +6, Perception +4,
her various personas, letting it be known that she is in the city,
Sleight of Hand +4, Stealth +4; Tools Dragonchess, Thieves’
and could be anywhere. Overtime, this creates an environment of
Tools
paranoia, where no one truly trusts anyone, and no coordinated
Senses darkvision 60 ft., passive Perception 14
response can be formulated for the schemes of her employer.
Languages Common, Elven, Dwarven, Thieves’ Cant
Challenge 1/2 (100 XP) Personality Traits
Shapechanger. Ka’laera can use her action to polymorph “Your life is a tool I can use. Your face is a mask I can wear.
into a Small or Medium humanoid she’s seen or back into Your ownership is irrelevant.” A narcissist, despite spending
her true form. Her statistics, other than her size, are the no time in her true form, Ka’Laera’s life revolves around
same. Any equipment she is wearing or carrying isn’t herself. The lives of others are meaningless; the
transformed. She reverts to her true form if she dies. world is her plaything.
Sneak Attack (1/turn). Ka’Laera can deal an
extra 1d6 damage to one creature she hits with Ideals
an attack if she has advantage on the attack roll. “When you look up at me from the gutter, you will
The attack must use a finesse or ranged weapon. know that I am better than you.” Ka’Laera lives to
She doesn’t need advantage on the attack roll bring others down, for her boot on another’s throat
if another enemy of the target is within 5 feet and that final barbed jibe.
of it, that enemy isn’t incapacitated, and Bonds
she doesn’t have disadvantage on the
“I’ll serve my master unflinchingly. As long as it serves me.”
attack roll.
Ka’Laera is talented and cruel, but she’s not a planner. To
Ambusher. Ka’Laera has advantage on truly enjoy herself, she wants someone to channel her
attack rolls against any creature she has surprised. malevolence in the right direction.
Criminal Contact. Ka’Laera has a contact in the
criminal network, and can send and receive messages Flaws
to them through various means, even over great “Lose your power, lose me.” Ka’Laera respects and
distances. serves only the wealthy, influential and strong. She
Expertise (Deception, Insight). Ka’laera doubles chooses employers carefully, and should they fall
her proficiency bonus to checks with her Expertise short of her exacting standards, won’t be around to
skills. pick up the pieces of their fallen empire.

Actions Roleplaying Ka’laera


When the going is good, Ka’Laera has a near fanatical
Two-Weapon Fighting. When Ka’Laera makes a Shortsword loyalty to her employer; she cannot be threatened, reasoned
attack, as a bonus action he can make a Sickle attack. On a hit, with or bribed. She’d rather die than let another have power
this attack deals 2 (1d4) piercing damage. over her, but if she senses weakness, compassion or is offered a
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one bribe, she will readily give up false information (as disastrously
creature. Hit: 5 (1d6 + 2) piercing damage. wrong as possible) and escape at the first opportunity.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Those who cross her or her employer will be attacked in the most
Hit: 4 (1d4 + 2) slashing damage. personally damaging way possible; Ka’Laera has no sense of honor,
Read Thoughts. Ka’laera can read the surface thoughts of one and no compunctions about threatening or harming innocents if it
creature within 60 feet. The effect can penetrate barriers, but 3 feet will help her get to her target.
of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet “All you have left now are memories. Meddle in my affairs again
of lead blocks it. While the target is in range, she can continue and you won’t even have those.”
reading thoughts as long as her concentration isn’t broken. While
doing so, she has advantage on Deception, Intimidation, Insight, Weapons, Armor & Items
and Persuasion checks against the target.
Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
Overview tools, book of blackmail and a false copy, 15sp, 4gp

150
Ka’laera of Many Faces (level 4) Weapons, Armor & Items
Medium monstrosity (shapechanger), neutral evil Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
Class Rogue (lvl 4) Armor Class 13 (leather) tools, book of blackmail and a false copy, 30sp, 8gp
Background Criminal Hit Points 23 (4d8)
Occupation Spy Speed 30 ft.
STR DEX CON INT WIS CHA Find the Lady
8 (–1) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 18 (+4) “Friends,” began Clever Ivan, “you know why we are here. We
Saving Throw Dexterity +4, Intelligence +3 have a mutual problem, and we’re only going to solve-”
Skills Acrobatics +4, Deception +8, Insight +6, Perception +4, “I ain’t your friend, Ivan,” cut in Skinner.
Sleight of Hand +4, Stealth +4; Tools Dragonchess, Thieves’ “Let the man speak,” said The Smoothchin.
Tools They were an unlikely trio; the paunchy, middle-aged man, the
Senses darkvision 60 ft., passive Perception 14 twitchy, rapier-thin elf woman, and the beardless dwarf, leaning in
Languages Common, Elven, Dwarven, Thieves’ Cant around the small table in the tavern’s dingy private parlor. None of
Challenge 1 (200 XP) them had touched the food.
Shapechanger. Ka’laera can use her action to polymorph into “The face-changer. She’s a threat to our operations. All of
a Small or Medium humanoid she’s seen or back into her true our operations,” his gaze lingered on Skinner, who met his eye
form. Her statistics, other than her size, are the same. Any defiantly. “If we can’t trust our men, we can’t do business, we get
equipment she is wearing or carrying isn’t transformed. She eaten up from the inside, and the three of us end up in the gutter.”
reverts to her true form if she dies.
“What are you suggesting?”
Sneak Attack (1/turn). Ka’Laera can deal an extra 2d6 damage
“I’m suggesting we work together. An alliance of sorts. Keep an
to one creature she hits with an attack if she has advantage on
eye out for one another, wheedle out any... undesirables.”
the attack roll. The attack must use a finesse or ranged weapon.
She doesn’t need advantage on the attack roll if another enemy “’Keep an eye out’? That’s your plan?” Skinner was on her feet.
of the target is within 5 feet of it, that enemy isn’t incapacitated, “How about I gut you here and now for wasting my time?”
and she doesn’t have disadvantage on the attack roll. “Calm yourself, girl.” When The Smoothchin talked, most
Ambusher. Ka’Laera has advantage on attack rolls against any people listened.
creature she has surprised. “I don’t want her watched, I want her dead,” the elf slammed
Criminal Contact. Ka’Laera has a contact in the criminal her dagger deep into the table, “Don’t bother me again until you’re
network, and can send and receive messages to them through ready for a war.”
various means, even over great distances. The remaining pair watched her leave the room in silence.
Cunning Action. On her turn, as a bonus action, Ka’Laera can “You’re right, Ivan,” The Smoothchin said, turning back, “we
take a Dash, Dodge, Disengage, Hide, or Use an Object action. band together or we’re wiped out separately.”
Alternatively, she can make a Sleight of Hand check or use her “I couldn’t agree more,” replied Ka’Laera, as she plunged
thieves’ tools to disarm a trap or open a lock. Skinner’s knife between his ribs.
Expertise (Deception, Insight). Ka’laera doubles her Skinner’s little tantrum was expected; she would go on to decimate
proficiency bonus to checks with her Expertise skills. her own gang, mad with suspicion and paranoia - Ka’Laera would
Second-Story Work. Ka’Laera can climb without expending make sure of it. Clever Ivan would be found dead in this parlor
extra movement. In addition, when she makes a running jump, (as soon as she could move his body there) slain, it would seem,
the distance she covers increases by 2 feet. by The Smoothchin, before he too met his own ugly end. Using
Skinner’s knife for the dwarf was an unexpected bonus. Soon, all
Actions three gangs would collapse from increasing pressure without and
Two-Weapon Fighting. When Ka’Laera makes a Shortsword within, and Ka’Laera could sit back and watch the curtain fall.
attack, as a bonus action he can make a Sickle attack. On a hit, this Meanwhile, her employer could continue his expansion
attack deals 2 (1d4) piercing damage. unimpeded...
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) slashing damage.
Read Thoughts. Ka’laera can read the surface thoughts of one
creature within 60 feet. The effect 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.

151
Ka’laera of Many Faces (level 8) Actions
Medium monstrosity (shapechanger), neutral evil Two-Weapon Fighting. When Ka’Laera makes a Shortsword
Class Rogue (lvl 8) Armor Class 14 (leather) attack, as a bonus action he can make a Sickle attack. On a hit, this
Background Criminal Hit Points 43 (8d8) attack deals 2 (1d4) piercing damage.
Occupation Spy Speed 30 ft. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 19 (+4) Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) slashing damage.
Saving Throw Dexterity +6, Intelligence +4
Read Thoughts. Ka’laera can read the surface thoughts of one
Skills Acrobatics +6, Deception +10, Insight +8, Perception
creature within 60 feet. The effect can penetrate barriers, but 3 feet
+5, Sleight of Hand +9, Stealth +9; Tools Dragonchess, Thieves’
of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
Tools
of lead blocks it. While the target is in range, she can continue
Senses darkvision 60 ft., passive Perception 15
reading thoughts as long as her concentration isn’t broken. While
Languages Common, Elven, Dwarven, Thieves’ Cant
doing so, she has advantage on Deception, Intimidation, Insight,
Challenge 2 (450 XP)
and Persuasion checks against the target.
Shapechanger. Ka’laera can use her action to polymorph into
a Small or Medium humanoid she’s seen or back into her true Reactions
form. Her statistics, other than her size, are the same. Any
Uncanny Dodge. When Ka'Laera is hit with an attack from an
equipment she is wearing or carrying isn’t transformed. She
attacker that she can see, she can halve the attack’s damage.
reverts to her true form if she dies.
Sneak Attack (1/turn). Ka’Laera can deal an extra 4d6 damage Weapons, Armor & Items
to one creature she hits with an attack if she has advantage on Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
the attack roll. The attack must use a finesse or ranged weapon. tools, book of blackmail and a false copy, 60sp, 20gp
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.
Ambusher. Ka’Laera has advantage on attack rolls against any Ka’Laera in Your Game
creature she has surprised.
Criminal Contact. Ka’Laera has a contact in the criminal Ka’Laera doesn’t have the big-picture thinking to be a main
network, and can send and receive messages to them through adversary in a campaign, but she can be a potent secondary
various means, even over great distances. threat nonetheless. She could be any (or all) of the NPCs in
a quest line that the players interact with. If her existence is
Cunning Action. On her turn, as a bonus action, Ka’Laera can
unknown, the players could be easily duped. If, however, they
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
are aware that anyone could potentially be the shape-changer,
Alternatively, she can make a Sleight of Hand check or use her
mistrust might influence, or even sully, interactions. With
thieves’ tools to disarm a trap or open a lock.
Ka’Laera around, the party should never feel entirely safe.
Evasion. When Ka’Laera is subjected to an effect that allows her
Quest Hook. During the night, one of the player characters is
to make a Dexterity saving throw to only take half damage, she
replaced by Ka’Laera. The character is being kept alive so she can
takes no damage on a successful saving throw and half damage
study them and perfect her performance, so it is up to the others
on a failed one.
to rescue them, assuming they see through the deception. You
Expertise (Deception, Insight, Sleight of Hand, Stealth). could privately talk to the player in question about Ka’Laera’s
Ka’laera doubles her proficiency bonus to checks with her motivations, adding an interesting extra dimension for the
Expertise skills. player to roleplay.
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 feet.

152
Ka’laera of Many Faces (level 12) Actions
Medium monstrosity (shapechanger), neutral evil Two-Weapon Fighting. When Ka’Laera makes a Shortsword
Class Rogue (lvl 12) Armor Class 15 (leather) attack, as a bonus action he can make a Sickle attack. On a hit, this
Background Criminal Hit Points 63 (12d8) attack deals 2 (1d4) piercing damage.
Occupation Spy Speed 30 ft. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 19 (+4) 10 (+0) 12 (+1) 14 (+2) 20 (+5) Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 4) slashing damage.
Saving Throw Dexterity +8, Intelligence +5
Read Thoughts. Ka’laera can read the surface thoughts of one
Skills Acrobatics +8, Deception +13, Insight +10, Perception +6,
creature within 60 feet. The effect can penetrate barriers, but 3 feet
Sleight of Hand +12, Stealth +12; Tools Dragonchess, Thieves’
of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
Tools
of lead blocks it. While the target is in range, she can continue
Senses darkvision 60 ft., passive Perception 16
reading thoughts as long as her concentration isn’t broken. While
Languages Common, Elven, Dwarven, Thieves’ Cant
doing so, she has advantage on Deception, Intimidation, Insight,
Challenge 3 (700 XP)
and Persuasion checks against the target.
Shapechanger. Ka’laera can use her action to polymorph into
a Small or Medium humanoid she’s seen or back into her true Reactions
form. Her statistics, other than her size, are the same. Any
Uncanny Dodge. When Ka'Laera is hit with an attack from an
equipment she is wearing or carrying isn’t transformed. She
attacker that she can see, she can halve the attack’s damage.
reverts to her true form if she dies.
Sneak Attack (1/turn). Ka’Laera can deal an extra 6d6 damage Weapons, Armor & Items
to one creature she hits with an attack if she has advantage on Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
the attack roll. The attack must use a finesse or ranged weapon. tools, book of blackmail and a false copy, 80sp, 50gp
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.
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.
Cunning Action. On her turn, as a bonus action, Ka’Laera can
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Ka’Laera is subjected to an effect 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.
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’laera doubles her proficiency bonus to checks with her
Expertise skills.
Reliable Talent. When Ka’Laera makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.
Supreme Sneak. Ka’Laera has advantage on Stealth checks if she
moves no more than half her speed on the same turn.

153
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’laera of Many Faces (level 16) Ka’laera doubles her proficiency bonus to checks with her
Medium monstrosity (shapechanger), neutral evil
Expertise skills.
Class Rogue (lvl 16) Armor Class 16 (leather) Reliable Talent. When Ka’Laera makes an ability check that lets
Background Criminal Hit Points 83 (16d8) her add her proficiency bonus she can treat a d20 roll of a 9 or
Occupation Spy Speed 30 ft. lower as a 10.
STR DEX CON INT WIS CHA Second-Story Work. Ka’Laera can climb without expending
8 (–1) 20 (+5) 10 (+0) 12 (+1) 15 (+2) 20 (+5) extra movement. In addition, when she makes a running jump,
Saving Throw Dexterity +10, Intelligence +6, Wisdom +7 the distance she covers increases by 5 feet.
Skills Acrobatics +10, Deception +15, Insight +12, Perception Supreme Sneak. Ka’Laera has advantage on Stealth checks if she
+7, Sleight of Hand +15, Stealth +15; Tools Dragonchess, moves no more than half her speed on the same turn.
Thieves’ Tools Use Magic Device. Ka’Laera ignores all class, race, and level
Senses darkvision 60 ft., passive Perception 17 requirements for the use of magic items.
Languages Common, Elven, Dwarven, Thieves’ Cant
Challenge 5 (1,800 XP) Actions
Shapechanger. Ka’laera can use her action to polymorph into Two-Weapon Fighting. When Ka’Laera makes a Shortsword
a Small or Medium humanoid she’s seen or back into her true attack, as a bonus action he can make a Sickle attack. On a hit, this
form. Her statistics, other than her size, are the same. Any attack deals 2 (1d4) piercing damage.
equipment she is wearing or carrying isn’t transformed. She Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
reverts to her true form if she dies. creature. Hit: 8 (1d6 + 5) piercing damage.
Sneak Attack (1/turn). Ka’Laera can deal an extra 8d6 damage Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
to one creature she hits with an attack if she has advantage on Hit: 7 (1d4 + 5) slashing damage.
the attack roll. The attack must use a finesse or ranged weapon.
Read Thoughts. Ka’laera can read the surface thoughts of one
She doesn’t need advantage on the attack roll if another enemy
creature within 60 feet. The effect can penetrate barriers, but 3 feet
of the target is within 5 feet of it, that enemy isn’t incapacitated,
of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
and she doesn’t have disadvantage on the attack roll.
of lead blocks it. While the target is in range, she can continue
Ambusher. Ka’Laera has advantage on attack rolls against any reading thoughts as long as her concentration isn’t broken. While
creature she has surprised. doing so, she has advantage on Deception, Intimidation, Insight,
Blindsense. If Ka’Laera is able to hear, she is aware of the and Persuasion checks against the target.
location of any hidden or invisible creatures within 10 feet
of her. Reactions
Criminal Contact. Ka’Laera has a contact in the criminal Uncanny Dodge. When Ka'Laera is hit with an attack from an
network, and can send and receive messages to them through attacker that she can see, she can halve the attack’s damage.
various means, even over great distances.
Weapons, Armor & Items
Cunning Action. On her turn, as a bonus action, Ka’Laera can
Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
tools, book of blackmail and a false copy, 150sp, 130gp
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Evasion. When Ka’Laera is subjected to an effect 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.

154
Stroke of Luck (Recharges after a Short or Long Rest). If
Ka’laera of Many Faces (level 20) Ka’Laera’s attack misses a target within range, she can turn the
Medium monstrosity (shapechanger), neutral evil
miss into a hit. Alternatively, if she fails an ability check, she can
Class Rogue (lvl 20) Armor Class 16 (leather) treat the d20 roll as a 20.
Background Criminal Hit Points 103 (20d8) Supreme Sneak. Ka’Laera has advantage on Stealth checks if she
Occupation Spy Speed 30 ft. moves no more than half her speed on the same turn.
STR DEX CON INT WIS CHA Thief ’s Reflexes. Ka’Laera can take two turns during the first
8 (–1) 20 (+5) 10 (+0) 12 (+1) 17 (+3) 20 (+5) round of any combat. She takes her first turn at her normal
Saving Throw Dexterity +11, Intelligence +7, Wisdom +9 initiative, and her second turn at her initiative minus 10. She
Skills Acrobatics +11, Deception +17, Insight +15, Perception can’t use this feature when she is surprised.
+9, Sleight of Hand +17, Stealth +17; Tools Dragonchess, Use Magic Device. Ka’Laera ignores all class, race, and level
Thieves’ Tools requirements for the use of magic items.
Senses darkvision 60 ft., passive Perception 19
Languages Common, Elven, Dwarven, Thieves’ Cant
Actions
Challenge 6 (2,300 XP) Two-Weapon Fighting. When Ka’Laera makes a Shortsword
Shapechanger. Ka’laera can use her action to polymorph into attack, as a bonus action he can make a Sickle attack. On a hit, this
a Small or Medium humanoid she’s seen or back into her true attack deals 2 (1d4) piercing damage.
form. Her statistics, other than her size, are the same. Any Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
equipment she is wearing or carrying isn’t transformed. She creature. Hit: 8 (1d6 + 5) piercing damage.
reverts to her true form if she dies. Sickle. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Sneak Attack (1/turn). Ka’Laera can deal an extra 10d6 damage Hit: 7 (1d4 + 5) slashing damage.
to one creature she hits with an attack if she has advantage on Read Thoughts. Ka’laera can read the surface thoughts of one
the attack roll. The attack must use a finesse or ranged weapon. creature within 60 feet. The effect can penetrate barriers, but 3 feet
She doesn’t need advantage on the attack roll if another enemy of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
of the target is within 5 feet of it, that enemy isn’t incapacitated, of lead blocks it. While the target is in range, she can continue
and she doesn’t have disadvantage on the attack roll. reading thoughts as long as her concentration isn’t broken. While
Ambusher. Ka’Laera has advantage on attack rolls against any doing so, she has advantage on Deception, Intimidation, Insight,
creature she has surprised. and Persuasion checks against the target.
Blindsense. If Ka’Laera is able to hear, she is aware of the
location of any hidden or invisible creatures within 10 feet
Reactions
of her. Uncanny Dodge. When Ka'Laera is hit with an attack from an
Criminal Contact. Ka’Laera has a contact in the criminal attacker that she can see, she can halve the attack’s damage.
network, and can send and receive messages to them through Weapons, Armor & Items
various means, even over great distances.
Shortsword, sickle, 5 vials of drow poison, leather armor, thieves’
Cunning Action. On her turn, as a bonus action, Ka’Laera can tools, book of blackmail and a false copy, 200sp, 170gp
take a Dash, Dodge, Disengage, Hide, or Use an Object action.
Alternatively, she can make a Sleight of Hand check or use her
thieves’ tools to disarm a trap or open a lock.
Elusive. No attack roll can have advantage against Ka’Laera
unless she is incapacitated.
Evasion. When Ka’Laera is subjected to an effect 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.
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’laera doubles her proficiency bonus to checks with her
Expertise skills.
Reliable Talent. When Ka’Laera makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
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 feet.

155
On the floor just outside his cell door there sat an oil lamp and
Mal Addik a key ring. Mal knelt down to take them, but when he looked up
Medium humanoid (human), lawful evil
again, the thieves were gone. He was on his own.
Class Ranger (lvl 1) Armor Class 16 (scale) He crept slowly, but not very quietly, through the network of
Background Criminal (18 w/shield) hallways and passages for several tense minutes, trying to recall
Occupation Sellsword Hit Points 11 (1d10 + 1) the exact route that he was brought days earlier. It was hard to
Speed 30 ft. remember as he had been badly beaten by the city guard during his
STR DEX CON INT WIS CHA arrest, then again as he was brought to the prison and questioned.
16 (+3) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) He thought about slitting the throats of every guard he might meet
but, surprisingly, there were none on patrol. The thieves and their
Saving Throws Strength +5, Dexterity +4
guild mates’ work, he thought.
Skills Athletics +5, Deception +1, Perception +4, Stealth +4,
Survival +4; Tools Playing Cards, Thieves’ Tools Suddenly he rounded a corner, and there was the flickering of fire
Senses passive Perception 14 light. He crept closer as quietly as he could, discovering one of
Languages Common, Elven many guard rooms. In it were several guards lying in bunks, or
Challenge 1/4 (50 XP) sitting around a fire in the middle of the room, but there was no
Criminal Contact. Mal has a contact in the criminal sound besides the crackling of the dwindling fire. Mal approached
network, and can send and receive messages to them cautiously to find that all of the guards had been slain with a
through various means, even over great distances. single slice to the throat.
Favored Enemy (Humans, Elves). Mal has advantage He quickly ransacked the room, taking any coin he could
on survival checks made when tracking his favored lay his hands on, along with arms and armor. He left the oil
enemies, as well as advantage on Intelligence lamp but kept the keys, exiting the large door to the north.
checks to recall information about them. Finding himself in the moonlight of the early morning,
he took a deep breath of free air. Having been spat on
Natural Explorer (Grasslands). Mal doubles
by the world for attempting an honest living, Mal
his proficiency bonus when making
turned his back on his old life and vowed to bring
Intelligence or Wisdom checks about his
down the system of “justice” which
favored terrain, as well as other benefits
allowed him to be jailed.
listed on the following pages.
Actions
Personality Traits
“Keep your head, or lose it.” Mal is always calm
Longsword. Melee Weapon Attack: +5 to no matter what the situation. He never raises his
hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) voice or lets his emotions control him.
slashing damage or 8 (1d10 + 3) if used with
two hands. Ideals
Shortbow. Ranged Weapon Attack +4 to “Can’t buy drinks with reputation.” Mal
hit, range 80/320, one creature. Hit 5 (1d6 will do whatever it takes to become wealthy, even if
+2) piercing damage. that means sacrificing his honor.

Overview Bonds
Once a hunter and trapper selling furs and game, “My life’s worth more than a pat on the back.”He owes his life
Mal began his criminal career by accident—he to the guild responsible for his release from prison, but has
was falsely accused of murder shortly after entering a no way of ever paying them back.
foreign city. While awaiting his turn at the gallows, he Flaws
shared a jail cell with two members of a local thieves
“You know I’m good for it.” Mal spends all his money on
guild. Although they spoke the common tongue to
luxuries and ale and never has enough to pay off his debt.
him, they spoke to one another in a strange language.
The night before they were to be executed, Mal was suddenly Roleplaying Mal
roused from sleep. His cell mates were conspiring. When they Mal only speaks when he has something worth saying, and
noticed he was awake they motioned for him to stay silent. They is easily annoyed by folk who talk too much.
spoke in whispers, “How much do you want to live?”
In combat, Mal takes any opportunity that is presented to him.
Mal became suddenly frightened, thinking these thieves meant
to slit his throat. He was, however, mistaken. They explained that “Try not to draw too much attention to yourself.”
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. Weapons, Armor & Items
Sure enough, minutes later, the light from a guard’s oil lamp came
Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
through the small barred window in the cell door. A hushed voice
blade, 18sp, 22cp
echoed in the chamber just outside and one of the thieves in Mal’s
cell answered. The key in the lock chattered. It was now or never
and Mal’s cell mates didn’t waste time.

156
Mal Addik (level 4) Actions
Medium humanoid (human), lawful evil Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Class Ranger (lvl 4) Armor Class 16 (scale) creature. Hit: 10 (1d8 + 6) slashing damage or 9 (1d10 + 4) if used
Background Criminal (18 w/shield) with two hands.
Occupation Sellsword Hit Points 32 (4d10 + 4) Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one
Speed 30 ft. creature. Hit 5 (1d6 +2) piercing damage.
STR DEX CON INT WIS CHA Primeval Awareness. Mal may expend one ranger spell slot to
18 (+4) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) focus on the region around him. For 1 minute per level of the spell
slot expended he can sense whether there are any aberrations,
Saving Throws Strength +6, Dexterity +4 celestials, dragons, elementals, fey, fiends or undead within a mile
Skills Athletics +6, Deception +1, Perception +4, Stealth +4, of his current location, or within 6 miles if Mal is in a grassland.
Survival +4; Tools Playing Cards, Thieves’ Tools
Senses passive Perception 14 Weapons, Armor & Items
Languages Common, Elven Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
Challenge 2 (450 XP) blade, 3gp, 18sp, 22cp
Colossus Slayer (1/turn). When Mal deals damage to a creature
that is below its hit point maximum, he can deal an additional Shortcut
1d8 damage. Mal eyed the steep, slick, clay walls on either side of the road and
Criminal Contact. Mal has a contact in the criminal network, the thick pine forest beyond, half-squinting through the driving
and can send and receive messages to them through various rain. The perfect spot for an ambush.
means, even over great distances. “Slow going,” shouted the leader of the militia group, “I had hoped
Favored Enemy (Humans, Elves). Mal has advantage on to be there by now.”
survival checks made when tracking his favored enemies, as well The self-important captain, his quilted doublet now sodden and
as advantage on Intelligence checks to recall information his shining medals now caked in mud from a fall, had been loudly
about them. complaining to his men since they had left town. They were taking
Fighting Style (Dueling). When using a melee weapon in one too long. The road was too rough. The rain.
hand and no other weapons, Mal deals +2 damage with that “I didn’t build the road,” Mal said sharply, “nor do I control the
weapon (included in the attack). weather of the world. You hired me to guide you but, if you feel
Natural Explorer (Grasslands). Mal is adept at traversing his you know better, by all means lead on.”
favored terrain and doubles his proficiency bonus (+4) when “If memory serves, it was you who approached us. I was happy to
making Intelligence or Wisdom checks about such areas. In take my men down the West Road-“
favored terrain, difficult terrain doesn’t slow his group’s travel,
“The West Road would take you twice as long. Rain doesn’t care
his group can’t get lost except by magical means, he can engage
what road you take.”
in another activity such as foraging or tracking and remain alert
to danger, he can move stealthily at a normal pace if traveling The puffed-up little popinjay was getting unbearable. Mal found
alone, finds twice as much food as normal while foraging, and himself looking up the banks again. It really is the perfect spot.
when tracking other creatures, he learns their exact number, “Well, how much longer?”
sizes, and how long ago they passed through the area. Was it his imagination, or did Mal hear a twig crack above?
Spellcasting. Mal is a 2nd-level spellcaster. His spellcasting “Not far at all now.” Important to stay calm, don’t cause a panic.
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). A piercing whistle cut through the rain, and a dozen figures
He knows the following ranger spells: appeared on the banks surrounding them, arrows nocked and
1st level (3 slots): alarm, cure wounds, hunter’s mark bows drawn.
The captain sputtered, looking imploringly at Mal for any kind
of guidance.
“This 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.”

157
Mal Addik (level 8) Actions
Medium humanoid (human), lawful evil Multiattack. Mal makes two weapon attacks.
Class Ranger (lvl 8) Armor Class 16 (scale) Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Background Criminal (18 w/shield) creature. Hit: 11 (1d8 + 7) slashing damage or 10 (1d10 + 5) if used
Occupation Sellsword Hit Points 60 (8d10 + 8) with two hands.
Speed 30 ft. Shortbow. Ranged Weapon Attack +5 to hit, range 80/320, one
STR DEX CON INT WIS CHA creature. Hit 5 (1d6 +2) piercing damage.
20 (+5) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) Primeval Awareness. Mal may expend one ranger spell slot to
focus on the region around him. For 1 minute per level of the spell
Saving Throws Strength +8, Dexterity +5
slot expended he can sense whether there are any aberrations,
Skills Athletics +8, Deception +2, Perception +5, Stealth +5,
celestials, dragons, elementals, fey, fiends or undead within a mile
Survival +5; Tools Playing Cards, Thieves’ Tools
of his current location, or within 6 miles if Mal is in a grassland or
Senses passive Perception 15
desert.
Languages Common, Dwarven, Elven
Challenge 4 (1,100 XP) Weapons, Armor & Items
Colossus Slayer (1/turn). When Mal deals damage to a creature Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
that is below its hit point maximum, he can deal an additional blade, 15gp, 25sp, 22cp
1d8 damage.
Criminal Contact. Mal has a contact in the criminal network,
and can send and receive messages to them through various Mal in Your Game
means, even over great distances.
Mal may be found in any place that has a place to sit down and
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has
something strong to drink. While he is not the most sociable
advantage on survival checks made when tracking his favored
of folk, he would not be rude to the party for the sake of it, and
enemies, as well as advantage on Intelligence checks to recall
may even offer them work if they appear to be working against
information about them.
the system of law he so despises. If the players cross or interfere
Fighting Style (Dueling). When using a melee weapon in one with The Jackdaws, they could find themselves crossing blades
hand and no other weapons, Mal deals +2 damage with that with the hands-on leader of the gang.
weapon (included in the attack).
Quest Hook. Mal needs intel on the city guard’s armory, both
Natural Explorer (Grasslands, Desert). Mal is adept at to deprive his enemies of equipment and to outfit his own
traversing his favored terrain and doubles his proficiency bonus men. This is particularly interesting if the guard is known to be
(+6) when making Intelligence or Wisdom checks about such corrupt; which evil does the party support?
areas. In favored terrain, difficult 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, finds 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.
Spellcasting. Mal is a 4th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
He knows the following ranger spells:
1st level (4 slots): alarm, cure wounds, hunter’s mark
2nd level (3 slots): barkskin, spike growth
Steel Will. Mal has advantage on saving throws against
being frightened.

158
Spellcasting. Mal is a 6th-level spellcaster. His spellcasting
Mal Addik (level 12) ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
Medium humanoid (human), lawful evil
He knows the following ranger spells:
Class Ranger (lvl 12) Armor Class 16 (scale) 1st level (4 slots): alarm, cure wounds, hunter’s mark
Background Criminal (18 w/shield)
2nd level (3 slots): barkskin, spike growth
Occupation Sellsword Hit Points 100 (12d10 + 24)
3rd level (3 slots): conjure animals, plant growth
Speed 30 ft.
Steel Will. Mal has advantage on saving throws against
STR DEX CON INT WIS CHA being frightened.
20 (+5) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 9 (–1)
Saving Throws Strength +9, Dexterity +6 Actions
Skills Athletics +9, Deception +3, Perception +6, Stealth +6, Multiattack. Mal makes two weapon attacks.
Survival +6; Tools Playing Cards, Thieves’ Tools Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses passive Perception 16 creature. Hit: 11 (1d8 + 7) slashing damage or 10 (1d10 + 5) if used
Languages Common, Dwarven, Elven with two hands.
Challenge 5 (1,800 XP)
Shortbow. Ranged Weapon Attack +6 to hit, range 80/320, one
Colossus Slayer (1/turn). When Mal deals damage to a creature
creature. Hit 5 (1d6 +2) piercing damage.
that is below its hit point maximum, he can deal an additional
1d8 damage. Whirlwind Attack. Mal attacks any number of creatures within 5
feet of him, with a separate attack roll for each creature.
Criminal Contact. Mal has a contact in the criminal network,
and can send and receive messages to them through various Primeval Awareness. Mal may expend one ranger spell slot to
means, even over great distances. focus on the region around him. For 1 minute per level of the spell
slot expended he can sense whether there are any aberrations,
Hide in Plain Sight. Mal may spend 1 minute creating
celestials, dragons, elementals, fey, fiends or undead within a mile
camouflage for himself. He must have access to fresh mud, dirt,
of his current location, or within 6 miles if Mal is in a grassland,
plants, soot, or other naturally occurring materials with which to
desert, or mountainous terrain.
create his camouflage. Once Mal is camouflaged in this way he
gains +10 to his Stealth checks as long as he remains stationary Weapons, Armor & Items
without taking actions. Once he moves or takes an action or Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
reaction he must camouflage himself again to gain this benefit. blade, 60gp, 50sp
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has
advantage on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence checks to recall
information about them.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Mal deals +2 damage with that
weapon (included in the attack).
Land’s Stride. Mal may move through non-magical difficult
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.
Natural Explorer (Grasslands, Desert, Mountains). Mal
is adept at traversing his favored terrain and doubles his
proficiency bonus (+8) when making Intelligence or Wisdom
checks about such areas. In favored terrain, difficult 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, finds 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.

159
Spellcasting. Mal is a 8th-level spellcaster. His spellcasting
Mal Addik (level 16) ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
Medium humanoid (human), lawful evil
He knows the following ranger spells:
Class Ranger (lvl 16) Armor Class 16 (scale) 1st level (4 slots): alarm, cure wounds, hunter’s mark
Background Criminal (18 w/shield)
2nd level (3 slots): barkskin, spike growth
Occupation Sellsword Hit Points 148 (16d10 + 48)
3rd level (3 slots): conjure animals , plant growth
Speed 30 ft.
4th level (3 slots): grasping vine, stoneskin
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 9 (–1) Steel Will. Mal has advantage on saving throws against
being frightened.
Saving Throws Strength +10, Dexterity +7
Vanish. Mal can use the Hide action as a bonus action on his
Skills Athletics +10, Deception +4, Perception +7, Stealth +7,
turn. Also he can’t be tracked by non-magical means unless he
Survival +7; Tools Playing Cards, Thieves’ Tools
chooses to leave a trail.
Senses passive Perception 17
Languages Common, Dwarven, Elven Actions
Challenge 7 (2,900 XP)
Multiattack. Mal makes two weapon attacks.
Colossus Slayer (1/turn). When Mal deals damage to a creature
that is below its hit point maximum, he can deal an additional Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
1d8 damage. creature. Hit: 11 (1d8 + 7) slashing damage or 10 (1d10 + 5) if used
with two hands.
Criminal Contact. Mal has a contact in the criminal network,
and can send and receive messages to them through various Shortbow. Ranged Weapon Attack +7 to hit, range 80/320, one
means, even over great distances. creature. Hit 5 (1d6 +2) piercing damage.
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has Whirlwind Attack. Mal attacks any number of creatures within 5
advantage on survival checks made when tracking his favored feet of him, with a separate attack roll for each creature.
enemies, as well as advantage on Intelligence checks to recall Primeval Awareness. Mal may expend one ranger spell slot to
information about them. focus on the region around him. For 1 minute per level of the spell
Fighting Style (Dueling). When using a melee weapon in one slot expended he can sense whether there are any aberrations,
hand and no other weapons, Mal deals +2 damage with that celestials, dragons, elementals, fey, fiends or undead within a mile
weapon (included in the attack). of his current location, or within 6 miles if Mal is in a grassland,
desert, or mountainous terrain.
Hide in Plain Sight. Mal may spend 1 minute creating
camouflage for himself. He must have access to fresh mud, dirt, Reactions
plants, soot, or other naturally occurring materials with which to
Uncanny Dodge. When Mal is hit with an attack from an attacker
create his camouflage. Once Mal is camouflaged in this way he
that he can see, he can halve the attack’s damage.
gains +10 to his Stealth checks as long as he remains stationary
without taking actions. Once he moves or takes an action or Weapons, Armor & Items
reaction he must camouflage himself again to gain this benefit. Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
Land’s Stride. Mal may move through non-magical difficult blade, 110gp, 115sp
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.
Natural Explorer (Grasslands, Desert, Mountains). Mal
is adept at traversing his favored terrain and doubles his
proficiency bonus (+10) when making Intelligence or Wisdom
checks about such areas. In favored terrain, difficult 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, finds 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.

160
Natural Explorer (Grasslands, Desert, Mountains). Mal
Mal Addik (level 20) is adept at traversing his favored terrain and doubles his
Medium humanoid (human), lawful evil
proficiency bonus (+12) when making Intelligence or Wisdom
Class Ranger (lvl 20) Armor Class 16 (scale) checks about such areas. In favored terrain, difficult terrain
Background Criminal (18 w/shield) doesn’t slow his group’s travel, his group can’t get lost except
Occupation Sellsword Hit Points 204 (20d10 + 80) by magical means, he can engage in another activity such as
Speed 30 ft. foraging or tracking and remain alert to danger, he can move
STR DEX CON INT WIS CHA stealthily at a normal pace if traveling alone, finds twice as
20 (+5) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 9 (–1) much food as normal while foraging, and when tracking other
creatures, he learns their exact number, sizes, and how long ago
Saving Throws Strength +11, Dexterity +8 they passed through the area.
Skills Athletics +11, Deception +5, Perception +8, Stealth +8,
Spellcasting. Mal is a 10th-level spellcaster. His spellcasting
Survival +7; Tools Playing Cards, Thieves’ Tools
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
Senses passive Perception 18
He knows the following ranger spells:
Languages Common, Dwarven, Elven
Challenge 8 (3,900 XP) 1st level (4 slots): alarm, cure wounds, hunter’s mark
Colossus Slayer (1/turn). When Mal deals damage to a creature 2nd level (3 slots): barkskin, spike growth
that is below its hit point maximum, he can deal an additional 3rd level (3 slots): conjure animals, plant growth
1d8 damage. 4th level (3 slots): grasping vine, stoneskin
Criminal Contact. Mal has a contact in the criminal network, 5th level (2 slots): commune with nature, tree stride
and can send and receive messages to them through various Steel Will. Mal has advantage on saving throws against
means, even over great distances. being frightened.
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has Vanish. Mal can use the Hide action as a bonus action on his
advantage on survival checks made when tracking his favored turn. Also he can’t be tracked by nonmagical means unless he
enemies, as well as advantage on Intelligence checks to recall chooses to leave a trail.
information about them.
Feral Senses. When Mal attacks a creature he can’t see, his Actions
inability to see it doesn’t impose disadvantage on his attack Multiattack. Mal makes two weapon attacks.
roll against it. He is also aware of the location of any invisible Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature within 30 feet of him, provided the creature is not creature. Hit: 11 (1d8 + 7) slashing damage or 10 (1d10 + 5) if used
hidden from him and he is not blinded of deafened. with two hands.
Fighting Style (Dueling). When using a melee weapon in one Shortbow. Ranged Weapon Attack +8 to hit, range 80/320, one
hand and no other weapons, Mal deals +2 damage with that creature. Hit 5 (1d6 +2) piercing damage.
weapon (included in the attack).
Whirlwind Attack. Mal attacks any number of creatures within 5
Foe Slayer (1/turn). Mal can add +2 to the attack roll or the feet of him, with a separate attack roll for each creature.
damage roll of an attack he makes against one of his favored
enemies. He can choose to use this feature before or after the roll Primeval Awareness. Mal may expend one ranger spell slot to
but before any effects of the roll are applied. focus on the region around him. For 1 minute per level of the spell
slot expended he can sense whether there are any aberrations,
Hide in Plain Sight. Mal may spend 1 minute creating celestials, dragons, elementals, fey, fiends or undead within a mile
camouflage for himself. He must have access to fresh mud, dirt, of his current location, or within 6 miles if Mal is in a grassland,
plants, soot, or other naturally occurring materials with which to desert, or mountainous terrain.
create his camouflage. Once Mal is camouflaged in this way he
gains +10 to his Stealth checks as long as he remains stationary Reactions
without taking actions. Once he moves or takes an action or
Uncanny Dodge. When Mal is hit with an attack from an attacker
reaction he must camouflage himself again to gain this benefit.
that he can see, he can halve the attack’s damage.
Land’s Stride. Mal may move through non-magical difficult
terrain at no extra movement cost. He takes no damage from Weapons, Armor & Items
non-magical plants via thorns, spikes, and other similar hazards. Longsword, shield, shortbow, 20 arrows, scale mail, hidden wrist
In addition, he has advantage on saving throws against plants blade, 180gp, 150sp
that are magically created or manipulated to impede movement.

161
Completely ruthless and clinical, she had no reservations
Nimh the Surgeon whatsoever when mortal representatives of the Demon Lord
Medium humanoid (tiefling), lawful evil
of the Afflicted appeared to her and offered her knowledge
Class Rogue (lvl 1) Armor Class 13 (leather) beyond measure in exchange for what’s left of those who perish
Background Apothecary Hit Points 9 (1d8 + 1) on her table. To increase her body count, she now moonlights
Occupation Surgeon Speed 30 ft. as a backstreet surgeon, mostly for the less savory characters
STR DEX CON INT WIS CHA of the town, and can easily be persuaded to facilitate a ‘tragic
8 (–1) 15 (+2) 12 (+1) 15 (+2) 13 (+1) 12 (+1) complication’ if her patron would prefer the patient not make a full
recovery. After all, the necromancers get what they want and Nimh
Saving Throws Dexterity +4, Intelligence+4 can start a new ‘side-project’…
Skills Deception +5, Insight +3, Medicine +6, Persuasion +3,
Sleight of Hand +4, Stealth +4 Personality Traits
Damage Resistances fire “Emotions cloud the mind. Logic fuels it.” Nimh doesn’t hate those
Senses darkvision 60 ft., passive Perception 11 she kills, nor does she love what she does. Nimh approaches her
Languages Common, Infernal, Thieves’ Cant work with cold, mechanical necessity.
Challenge 1/4 (50 XP)
Sneak attack (1/turn). Nimh can deal an extra 1d6 damage to Ideals
one creature she hits with an attack if she has advantage on the “Life is learning. Everything has a lesson for those willing
attack roll. The attack must use a finesse or ranged weapon. She to see it.” Nimh isn’t a sadist. She does what she does out
doesn’t need advantage on the attack roll if another enemy of of genuine inquisitiveness and a longing to learn more
the target is within 5 feet of it, that enemy isn’t incapacitated, about the world.
and she doesn’t have disadvantage on the attack roll.
Bonds
Expertise (Deception, Medicine). Nimh doubles her
proficiency bonus to checks with her Expertise skills. “So many people stumble through life with no purpose.
My subjects are lucky; they get to do something of use
Infernal Legacy. Nimh can cast the thaumaturgy
as they die.” The high body count is a side-effect,
cantrip using Charisma as her spellcasting
not the aim. If Nimh’s research could be facilitated
modifier (spell save DC 11).
by just the one death then it would be so, for
Researcher. If Nimh is unable to recall a efficiency’s sake.
piece of lore, she probably knows where the
information can be found. Flaws
“People get in the way of my research. I’m better
Actions off without them.” Nimh’s only tie is to her work. She
Scalpel. Melee Weapon Attack: +4 to hit, recognizes that her methods are unusual and, even if
reach 5 ft., one creature. Hit: 4 (1d4 + it weren’t, having assistants would only mean having
2) slashing damage. to say her thoughts out loud, slowing the whole
process down.
Overview
Always fascinated, always reading, always learning; Roleplaying Nimh
Nimh was forever asking questions, finding out how Nimh is driven solely by the pursuit of
and why things worked, even as a child. The arthritic knowledge and has no sentiment, no empathy
dog of a neighbor mysteriously disappeared one and no moral compass; animals and humans
day and was found cut into neat pieces in the temple are meat. Although not a natural combatant,
grounds next to Nimh’s house. She had just wanted to she would not hesitate to kill to protect or further
know why it was broken and if it could be fixed. The final her research. However, while worth killing for, her
straw came as a teenager, when she ‘fixed’ the pneumonia of research is not worth dying for.
the farmer’s prize sheep by transplanting into it the lungs of his Naturally charismatic when it suits her, such as when
carthorse. The townsfolk hid their children and animals as she persuading lowlifes in off the street, she is generally
made her way to the road. solitary and quiet, believing interaction with others to be
She moved to a town where nobody knew of her peculiarities unnecessary, time-consuming and beneath her.
and trained as an apothecary, keeping her unusual ‘hobbies’
to herself. Her intensive study turned her into an accomplished
alchemist; observing the effects of elixirs on living things “You poor soul, you look close to death!
mesmerized her. Not satisfied with simply viewing their external Come in, maybe I can help…”
effects, waifs and strays both human and animal often found
themselves invited in out of the cold, then strapped to a table in her Weapons, Armor & Items
tiny backroom, flesh and muscle neatly clipped back to reveal their Scalpel, surgical tools, leather vest, apron, common clothes
inner workings. If they were lucky, Nimh would let them die first.

162
Nimh the Surgeon (level 4) Confidentiality
Medium humanoid (tiefling), lawful evil Skeggi Stonehammer was used to being the toughest man in the
room. He was used to getting what he wanted, and putting anyone
Class Rogue (lvl 4) Armor Class 14 (leather)
who tried to stop him in their place. Skeggi was tough enough to
Background Apothecary Hit Points 27 (4d8 + 4)
get out of any situation.
Occupation Surgeon Speed 30 ft.
Right now, he wasn’t going anywhere. Right now he was terrified. It
STR DEX CON INT WIS CHA was dark, and he couldn’t move, and he was terrified. The restraints
8 (–1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 12 (+1) bit into his wrists and his back ached from the cold, hard surface
Saving Throws Dexterity +5, Intelligence+5 beneath him.
Skills Deception +5, Insight +3, Medicine +7, Persuasion +3, Laid out like a corpse. He tried to silence the thought.
Sleight of Hand +5, Stealth +5 “Help!” he tried to shout, but only a croak emerged, startling a fly
Damage Resistances fire from his cheek.
Senses darkvision 60 ft., passive Perception 11
He could make out metal glinting in what little light there was, and
Languages Common, Infernal, Thieves’ Cant
glass jars. He was glad he couldn’t make out what they contained.
Challenge 1/2 (100 XP)
His side and chest burned from the effort of twisting in his bonds;
Sneak attack (1/turn). Nimh can deal an extra 2d6 damage to was he injured? He didn’t remember, but something felt wrong
one creature she hits with an attack if she has advantage on the inside. Something in the room was dripping...
attack roll. The attack must use a finesse or ranged weapon. She
A sudden light dazzled him. Silhouetted in the doorway, the figure
doesn’t need advantage on the attack roll if another enemy of the
looked almost angelic. As he adjusted to the light, he saw the horns
target is within 5 feet of it, that enemy isn’t incapacitated, and
and tail. No, not an angel.
she doesn’t have disadvantage on the attack roll.
“Hush now.” Her voice was almost comforting, but her face was
Assassinate. Nimh has advantage on attack rolls against any
blank: an expressionless mask.
creature that hasn’t taken a turn in combat yet. Additionally, if
she hits a surprised creature, it is counted as a critical hit. 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
Cunning Action. On her turn, as a bonus action, Nimh can take
warm, spreading numbness.
a Dash, Dodge, Disengage, or Hide action.
Perhaps it would be alright. The fly was back, crawling around the
Expertise (Deception, Medicine). Nimh doubles her
corner of his smiling mouth as his vision faded into black. Maybe
proficiency bonus to checks with her Expertise skills.
everything was going to be alright…
Infernal Legacy. Nimh can cast the thaumaturgy cantrip,
and hellish rebuke as a 2nd-level spell using Charisma as her
spellcasting modifier (spell save DC 11). Once she casts hellish
rebuke, she must complete a long rest before she can cast it again.
Researcher. If Nimh is unable to recall a piece of lore, she
probably knows where the information can be found.
Actions
Scalpel. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) slashing damage.
Weapons, Armor & Items
Scalpel, surgical tools, leather vest, apron, common clothes

163
Nimh the Surgeon (level 8) Actions
Medium humanoid (tiefling), lawful evil Scalpel. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 15 (leather) Hit: 6 (1d4 + 4) slashing damage.
Background Apothecary Hit Points 51 (8d8 + 8) Reactions
Occupation Surgeon Speed 30 ft.
Uncanny Dodge. When Nimh is hit with an attack from an
STR DEX CON INT WIS CHA
attacker that she can see, she can halve the attack’s damage.
8 (–1) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 12 (+1)
Saving Throws Dexterity +7, Intelligence+6 Weapons, Armor & Items
Skills Deception +7, Insight +4, Medicine +9, Persuasion +7, Scalpel, surgical tools, leather vest, apron, common clothes
Sleight of Hand +10, Stealth +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11 Nimh in Your Game
Languages Common, Infernal, Thieves’ Cant
Nimh can be used as the culmination of rumors and threat built
Challenge 2 (450 XP)
up over many sessions. She is not much of a physical threat, but
Sneak attack (1/turn). Nimh can deal an extra 4d6 damage to
her psychological threat should provide a good climax to an
one creature she hits with an attack if she has advantage on the
investigatory or intrigue adventure. An injured party member
attack roll. The attack must use a finesse or ranged weapon. She
directed towards her services and table may not experience the
doesn’t need advantage on the attack roll if another enemy of the
healing hands they’d hoped for.
target is within 5 feet of it, that enemy isn’t incapacitated, and
she doesn’t have disadvantage on the attack roll. Quest Hook. The party hear rumors of people going missing
in the city. Upon further investigation, it turns out that many
Assassinate. Nimh has advantage on attack rolls against any
of them had last been seen in one particular alley, others had
creature that hasn’t taken a turn in combat yet. Additionally, if
a criminal background with long term medical conditions, or
she hits a surprised creature, it is counted as a critical hit.
recent injuries.
Cunning Action. On her turn, as a bonus action, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Evasion. When Nimh is subjected to an effect 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.
Expertise (Deception, Medicine, Persuasion, Sleight of
Hand). Nimh doubles her proficiency bonus to checks with her
Expertise skills.
Infernal Legacy. Nimh can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as her spellcasting modifier (spell save DC 12). Once she casts a
spell, she can’t cast it again until she completes a long rest.
Researcher. If Nimh is unable to recall a piece of lore, she
probably knows where the information can be found.

164
Nimh the Surgeon (level 12) Actions
Medium humanoid (tiefling), lawful evil Scalpel. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 16 (leather) Hit: 7 (1d4 + 5) slashing damage.
Background Apothecary Hit Points 75 (12d8 + 12) Reactions
Occupation Surgeon Speed 30 ft.
Uncanny Dodge. When Nimh is hit with an attack from an
STR DEX CON INT WIS CHA
attacker that she can see, she can halve the attack’s damage.
8 (–1) 20 (+5) 12 (+1) 18 (+4) 13 (+1) 12 (+1)
Saving Throws Dexterity +9, Intelligence+8 Weapons, Armor & Items
Skills Deception +9, Insight +5, Medicine +12, Persuasion +9, Scalpel, surgical tools, leather vest, apron, common clothes
Sleight of Hand +13, Stealth +9
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, Thieves’ Cant
Challenge 3 (700 XP)
Sneak attack (1/turn). Nimh can deal an extra 6d6 damage to
one creature she hits with an attack if she has advantage on the
attack roll. The attack must use a finesse 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.
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.
Cunning Action. On her turn, as a bonus action, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Evasion. When Nimh is subjected to an effect 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.
Expertise (Deception, Medicine, Persuasion, Sleight of
Hand). Nimh doubles her proficiency bonus to checks with her
Expertise skills.
Infernal Legacy. Nimh can cast the thaumaturgy cantrip,
darkness, and hellish rebuke as a 2nd-level spell, using Charisma
as her spellcasting modifier (spell save DC 13). Once she casts a
spell, she can’t cast it again until she completes a long rest.
Infiltration 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 proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
Researcher. If Nimh is unable to recall a piece of lore, she
probably knows where the information can be found.

165
Infernal Legacy. Nimh can cast the thaumaturgy cantrip,
Nimh the Surgeon (level 16) darkness, and hellish rebuke as a 2nd-level spell, using Charisma
Medium humanoid (tiefling), lawful evil
as her spellcasting modifier (spell save DC 14). Once she casts a
Class Rogue (lvl 16) Armor Class 16 (leather) spell, she can’t cast it again until she completes a long rest.
Background Apothecary Hit Points 99 (16d8 + 16) Infiltration Expertise. Nimh can spend seven days and 25gp
Occupation Surgeon Speed 30 ft. to create a false identity for herself with established history
STR DEX CON INT WIS CHA and connections. She can’t establish an identity that belongs to
8 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 12 (+1) someone else. When disguised this way, people will believe her
to be the new identity unless given reason not to.
Saving Throws Dexterity +10, Intelligence+10, Wisdom +6
Skills Deception +11, Insight +6, Medicine +15, Persuasion +11, Reliable Talent. When Nimh makes an ability check that lets
Sleight of Hand +15, Stealth +10 her add her proficiency bonus she can treat a d20 roll of a 9 or
Damage Resistances fire lower as a 10.
Senses darkvision 60 ft., passive Perception 11 Researcher. If Nimh is unable to recall a piece of lore, she
Languages Common, Infernal, Thieves’ Cant probably knows where the information can be found.
Challenge 5 (1,800 XP)
Actions
Sneak attack (1/turn). Nimh can deal an extra 8d6 damage to
one creature she hits with an attack if she has advantage on the Scalpel. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
attack roll. The attack must use a finesse or ranged weapon. She Hit: 7 (1d4 + 5) slashing damage.
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
Reactions
she doesn’t have disadvantage on the attack roll. Uncanny Dodge. When Nimh is hit with an attack from an
Assassinate. Nimh has advantage on attack rolls against any attacker that she can see, she can halve the attack’s damage.
creature that hasn’t taken a turn in combat yet. Additionally, if Weapons, Armor & Items
she hits a surprised creature, it is counted as a critical hit.
Scalpel, surgical tools, leather vest, apron, common clothes
Blindsense. If Nimh is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
Cunning Action. On her turn, as a bonus action, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Evasion. When Nimh is subjected to an effect that allows her
Subject notes 64
to make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage
2
Have finally over
on a failed one. come the dwar f
Expertise (Deception, Medicine, Persuasion, Sleight of resistance to tox ’s natural
Hand). Nimh doubles her proficiency bonus to checks with her ins with batch 1
Expertise skills. Results seem pr 2.
omising. State o
Impostor. Nimh can flawlessly mimic another person’s speech, seemingly perma f torpor
writing, and behavior if she spends at least three hours studying nent. No reactio
the person’s speech, hand writing, and mannerisms. She has extreme pain stim n to
advantage on any Deception check made to avoid detection. uli.

Subject notes 64
3
State of torpor
overcome. Subje
conscious but no ct
t lucid. Incapab
interaction. Con le of
stant screaming
distraction and becoming a
distressing other
subjects.

166
Infernal Legacy. Nimh can cast the thaumaturgy cantrip,
Nimh the Surgeon (level 20) darkness, and hellish rebuke as a 2nd-level spell, using Charisma
Medium humanoid (tiefling), lawful evil
as her spellcasting modifier (spell save DC 16). Once she casts a
Class Rogue (lvl 20) Armor Class 16 (leather) spell, she can’t cast it again until she completes a long rest.
Background Apothecary Hit Points 123 (20d8 + 20) Infiltration Expertise. Nimh can spend seven days and 25gp
Occupation Surgeon Speed 30 ft. to create a false identity for herself with established history
STR DEX CON INT WIS CHA and connections. She can’t establish an identity that belongs to
8 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 14 (+2) someone else. When disguised this way, people will believe her
to be the new identity unless given reason not to.
Saving Throws Dexterity +11, Intelligence+11, Wisdom +7
Skills Deception +14, Insight +7, Medicine +17, Persuasion +14, Reliable Talent. When Nimh makes an ability check that lets
Sleight of Hand +17, Stealth +11 her add her proficiency bonus she can treat a d20 roll of a 9 or
Damage Resistances fire lower as a 10.
Senses darkvision 60 ft., passive Perception 11 Researcher. If Nimh is unable to recall a piece of lore, she
Languages Common, Infernal, Thieves’ Cant probably knows where the information can be found.
Challenge 6 (2,300 XP) Stroke of Luck (Recharges after a Short or Long Rest). If
Sneak attack (1/turn). Nimh can deal an extra 10d6 damage to Nimh’s attack misses a target within range, she can turn the miss
one creature she hits with an attack if she has advantage on the into a hit. Alternatively, if she fails an ability check, she can treat
attack roll. The attack must use a finesse or ranged weapon. She the d20 roll as a 20.
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 Actions
she doesn’t have disadvantage on the attack roll. Scalpel. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Assassinate. Nimh has advantage on attack rolls against any Hit: 7 (1d4 + 5) slashing damage.
creature that hasn’t taken a turn in combat yet. Additionally, if
she hits a surprised creature, it is counted as a critical hit.
Reactions
Blindsense. If Nimh is able to hear, she is aware of the location Uncanny Dodge. When Nimh is hit with an attack from an
of any hidden or invisible creatures within 10 feet of her. attacker that she can see, she can halve the attack’s damage.
Cunning Action. On her turn, as a bonus action, Nimh can take Weapons, Armor & Items
a Dash, Dodge, Disengage, or Hide action. Scalpel, surgical tools, leather vest, apron, common clothes
Death Strike. When Nimh hits a surprised target, it must make
a DC 19 Constitution saving throw or take double damage from
the attack.
Elusive. No attack roll can have advantage against Nimh unless
she is incapacitated.
Evasion. When Nimh is subjected to an effect 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.
Expertise (Deception, Medicine, Persuasion, Sleight of
Hand). Nimh doubles her proficiency bonus to checks with her
Expertise skills.
Impostor. Nimh can flawlessly 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.

167
his head to him as he continued to play. That’s when the other
Stanus Millrun two ruffians snuck up from either side. He was grabbed and
Medium humanoid (human), neutral evil
pushed up against the tavern wall. One ruffian quickly grabbed
Class Bard (lvl 1) Armor Class 13 (leather) the hat and ran. The other two began to turn out his pockets. He
Background Sailor Hit Points 10 (1d8 + 2) struggled until a swift punch to the stomach doubled him over.
Occupation Slaver Speed 30 ft. One of them ripped the lute from his hands, breaking the shoulder
STR DEX CON INT WIS CHA strap. The other one found his coin purse, “Where is the rest?!” He
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 16 (+3) demanded. Another punch to the stomach.
Saving Throws Dexterity +4, Charisma +5 At that moment, a tall figure opened the tavern door and staggered
Skills Athletics +3, Deception +5, Perception +1, Persuasion +5, out. He looked over at the three of them and said, “Let him go.”
Stealth +4; Tools Navigator’s Tools, Water Vehicles The ruffians chuckled. The figure stepped closer, Stanus looked
Senses passive Perception 11 up to see a dapper sailor with tanned skin and long dark hair. “He
Languages Common, Orcish may not be the best musician, but what he lacks in talent he makes
Challenge 1/2 (100 XP) up for in determination.”
Bardic Inspiration (3/day). Stanus can use his bonus action to The ruffian who had taken the lute approached, intending to use
give a creature within 60 feet his Bardic Inspiration die. Once it as a club. Without a second thought, the man drew a pistol
within the next 10 minutes the creature can roll 1d6 and concealed under his jacket and fired, killing him. The other
add the number rolled to one ability check, attack roll, or thief began to run, so the man drew another pistol, took
saving throw it makes. aim, and fired. He fell with a grunt. The stranger looked
down at Stanus, “Care to join me for an ale?”
Ship’s Passage. Stanus can secure free passage on a
ship for himself and his companions. Stanus was shocked and surprised. He had no idea
who he had just met, or how this man would change his
Spellcasting. Stanus is a 1st-level spellcaster. His
life, and his views, forever.
spellcasting ability is Charisma (spell save DC 13, +5
to hit with spell attacks). He knows the following Personality Traits
bard spells: “I’ll be there.” His friends know he’s reliable and
Cantrips: dancing lights, vicious mockery can count on him no matter what. He doesn’t talk
1st level (2 slots): bane, cure wounds, faerie fire, much, but when he does, most people listen.
hideous laughter
Ideals
Actions “Enough wealth can set any man free.” Gold and
Rapier. Melee Weapon Attack: platinum are the key to a better life. He means to
+5 to hit, reach 5 ft., one one day buy or steal a ship and chart his own destiny.
creature. Hit: 6 (1d8 + 2) Bonds
piercing damage.
“I’m loyal to the Captain first, everything else
Overview second.” He and Bram (p.132) have been friends
Stanus once had aspirations for over a decade.
of being a famous musician, Flaws
traveling from town to town, making
“Have you tried saying ‘no’ to that man?
people smile and laugh. It didn’t take long
Let me know how it turns out for you.”
for the cruel reality of life to take advantage
He will follow orders even if he thinks
of a young and naive Stanus. Discovering that
they’re wrong. He doesn’t have the
bards just starting out are not unquestioningly invited
confidence to stand up to Bram on any
to play at court to those of quality, he resorted to playing
major matters for fear of how he might
for coppers in disgusting taverns and outside inns. He
react.
didn’t even make enough to rent a room, and often
slept in dirty allyways and under eaves. Despite his Roleplaying Stanus
poor lodgings, he maintained his dignity with fine Not the man he once was, Stanus’ good nature has all
clothes and a fantastic hat. but been forgotten, snuffed out by the corruption of his
Late one night, he was playing his lute outside of a tavern in the surroundings and associates. Not unduly cruel, but far from kind,
dim lamp light. His hat, with a handful of coppers and a few he does what he needs to get by, and doesn’t much care who he
silvers, was upturned on a stool in front of him. Unbeknownst to hurts.
him, he had attracted the attention of a few ruffians who falsely
assumed that such a well-dressed fellow would have more than a “No I don’t know that song, stop asking!”
his fair share of coins and other valuables. They waited until the
streets were fairly clear before making their move. Weapons, Armor & Items
One of the three ruffians approached casually, bobbing his head Rapier, leather armor, large net, fine hat, sailor’s clothes, 5gp, 15sp,
to the music before dropping a copper into the hat. Stanus bowed potion of spell rejuvenation

168
Stanus Millrun (level 4) Balancing the Books
Medium humanoid (human), neutral evil Stanus barely even registered the choked and muffled screams as
his quill scratched and scraped at the parchment. Once he had been
Class Bard (lvl 4) Armor Class 13 (leather)
shocked, but that was many years ago. Now, if he had any feeling
Background Sailor Hit Points 31 (4d8 + 8)
about it at all, it was that he wished they would keep it down.
Occupation Slaver Speed 30 ft.
The rhythm was established now. From the beginning of the return
STR DEX CON INT WIS CHA voyage, he and Bram would nudge and wheedle at any rivalries
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 18 (+4) and fractures in the crew, of which there were invariably many
Saving Throws Dexterity +4, Charisma +6 amongst the coarse and violent men such work attracted. Fights
Skills Athletics +3, Deception +8, Perception +1, Persuasion +8, would start breaking out, perhaps even a few ‘regrettable’ deaths,
Stealth +4; Tools Navigator’s Tools, Water Vehicles the perpetrators of which would be punished in kind.
Senses passive Perception 11 On occasion, Stanus would play to mask the noise of the first few
Languages Common, Orcish killings to prevent a panic. The handful of remaining crew was
Challenge 1 (200 XP) panicking now, so here was Stanus, locked in his cabin, working on
Bardic Inspiration (4/day). Stanus can use his bonus action to the lists, squinting in the light of the single, guttering candle.
give a creature within 60 feet his Bardic Inspiration die. Once Twenty. Twenty was unnecessary, really, he thought while
within the next 10 minutes the creature can roll 1d6 and add the scratching off names to be instantly forgotten. Just makes things
number rolled to one ability check, attack roll, weapon damage take longer to finish off. Clean-up will be a bother too. Stanus’ quill
roll, or saving throw it makes. Alternatively, if the creature is paused for several moments as he weighed up the cost and return
targeted by an attack, it can use its reaction to add 1d6 to its AC of future crews; he was a man who considered the margins. Sixteen
against that attack. or seventeen should be adequate, and his quill moved from the
Expertise (Deception, Persuasion). Stanus doubles his ledger to a stray piece of parchment, a note to remind himself to
proficiency bonus to checks with his Expertise skills. mention it to the captain.
Jack of all Trades. Stanus can add half his proficiency bonus There was a sudden clamoring at his door—the banging and
(+1) to any ability check he makes that doesn’t already include scratching of a desperate man. Stanus’ cutlass was nearby, but he’d
his proficiency bonus. rather not have to end up using it. If he got blood on the ledger,
Ship’s Passage. Stanus can secure free passage on a ship for he’d need to start again, and he was tired as it was. The noise built
himself and his companions. to a crescendo and was suddenly cut off with a splintering of wood.
Stanus would need to get that door repaired; Bram never considered
Song of Rest. During a short rest, when Stanus or any friendly
the details, the financial implications. Still, if the fighting had
creature who can hear him regains hit points by spending Hit
progressed to Stanus’ door, then it must be nearly done.
Dice, each creature regains an additional 1d6 hit points.
“How many?” he called out, without glancing from his work.
Spellcasting. Stanus is a 4th-level spellcaster. His spellcasting ability
is Charisma (spell save DC 14, +6 to hit with spell attacks). He “Just one.” The solid wood of the door, despite its recent cosmetic
knows the following bard spells: damage, muted the captain’s usual gruff and commanding tone.
“Holed himself up in the bilge like the rat he is. Reckon one little
Cantrips: dancing lights, minor illusion, vicious mockery
squall and we’ll take on enough water that the poor wretch is like to
1st level (4 slots): bane, cure wounds, faerie fire, drown.” Stanus could hear the glee in his voice. “Nasty way to go.”
hideous laughter
It’d be easier just to run him through and be done with it, thought
2nd level (3 slots): cloud of daggers, crown of madness, Stanus, but it was easier not to argue now. Not on such a trivial
hold person matter.
Actions “Fine,” he said, continuing to scribble, “but I’m not cleaning it up.”
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage.
Weapons, Armor & Items
Rapier, leather armor, large net, fine hat, sailor’s clothes, 5gp,
25sp, potion of spell rejuvenation

169
Stanus Millrun (level 8) Actions
Medium humanoid (human), neutral evil Multiattack. Stanus makes two weapon attacks.
Class Bard (lvl 8) Armor Class 13 (leather) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Background Sailor Hit Points 59 (8d8 + 16) Hit: 6 (1d8 + 2) piercing damage.
Occupation Slaver Speed 30 ft. Countercharm. Stanus starts a performance that lasts until his
STR DEX CON INT WIS CHA next turn. During that time, he and any friendly creature within
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 20 (+5) 30 feet of him have advantage on saving throws against being
frightened or charmed.
Saving Throws Dexterity +5, Charisma +8
Skills Athletics +4, Deception +11, Perception +2, Persuasion +11, Weapons, Armor & Items
Stealth +5; Tools Navigator’s Tools, Water Vehicles Rapier, leather armor, large net, fine hat, sailor’s clothes, 15gp,
Senses passive Perception 12 25sp, potion of spell rejuvenation
Languages Common, Orcish
Challenge 2 (450 XP)
Bardic Inspiration (5/day: Recharges after a Short or Long
Rest). Stanus can use his bonus action to give a creature within Stanus in Your Game
60 feet his Bardic Inspiration die. Once within the next 10 It is unlikely Stanus will be encountered far from Bram. He
minutes the creature can roll 1d8 and add the number rolled is cordial, often entertaining people with his songs, but is
to one ability check, attack roll, weapon damage roll, or saving personally cold and distant, and is deliberately unlikely to get
throw it makes. Alternatively, if the creature is targeted by an attached to any party members. Upon investigation, it seems
attack, it can use its reaction to add 1d6 to its AC against that Stanus doesn’t even have any attachment to his own crew.
attack. Quest Hook. Stanus is tired of chafing under Bram’s borderline
Expertise (Deception, Persuasion). Stanus doubles his psychopathic yoke, and has decided a change of leadership
proficiency bonus to checks with his Expertise skills. may be on the cards. Do the party back his cold detachment, or
Jack of all Trades. Stanus can add half his proficiency bonus Bram’s violent predictability?
(+1) to any ability check he makes that doesn’t already include
his proficiency bonus.
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions.
Song of Rest. During a short rest, when Stanus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d6 hit points.
Spellcasting. Stanus is a 8th-level spellcaster. His spellcasting ability
is Charisma (spell save DC 16, +8 to hit with spell attacks). He
knows the following bard spells:
Cantrips: dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, cure wounds, faerie fire,
hideous laughter
2nd level (3 slots): cloud of daggers, crown of madness,
hold person
3rd level (3 slots): fear, hypnotic pattern
4th level (2 slots): confusion, freedom of movement

170
Stanus Millrun (level 12) Actions
Medium humanoid (human), neutral evil Multiattack. Stanus makes two weapon attacks.
Class Bard (lvl 12) Armor Class 14 (leather) Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Background Sailor Hit Points 77 (12d8 + 24) Hit: 7 (1d8 + 3) piercing damage.
Occupation Slaver Speed 30 ft. Countercharm. Stanus starts a performance that lasts until his
STR DEX CON INT WIS CHA next turn. During that time, he and any friendly creature within
13 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 20 (+5) 30 feet of him have advantage on saving throws against being
frightened or charmed.
Saving Throws Dexterity +7, Charisma +9
Skills Athletics +9, Deception +13, Perception +8, Persuasion +13, Weapons, Armor & Items
Stealth +11; Tools Navigator’s Tools, Water Vehicles Rapier, leather armor, large net, fine hat, sailor’s clothes, 35gp,
Senses passive Perception 18 60sp, potion of spell rejuvenation
Languages Common, Orcish
Challenge 3 (700 XP)
Bardic Inspiration (5/day: Recharges after a Short or Long
Rest). Stanus can use his bonus action to give a creature within
60 feet his Bardic Inspiration die. Once within the next 10
minutes the creature can roll 1d10 and add the number rolled
to one ability check, attack roll, weapon damage roll, or saving
throw it makes. Alternatively, if the creature is targeted by an
attack, it can use its reaction to add 1d6 to its AC against that
attack.
Expertise (Athletics, Deception, Persuasion, Stealth). Stanus
doubles his proficiency bonus to checks with his Expertise skills.
Jack of all Trades. Stanus can add half his proficiency bonus
(+2) to any ability check he makes that doesn’t already include
his proficiency bonus.
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions.
Song of Rest. During a short rest, when Stanus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d8 hit points.
Spellcasting. Stanus is a 12th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
He knows the following bard spells:
Cantrips: blade ward, dancing lights, minor illusion,
vicious mockery
1st level (4 slots): bane, cure wounds, faerie fire,
hideous laughter
2nd level (3 slots): cloud of daggers, crown of madness,
hold person
3rd level (3 slots): fear, hypnotic pattern
4th level (3 slots): confusion, freedom of movement
5th level (2 slots): dominate person, blade barrier
6th level (1 slot): mass suggestion, chain lightning

171
Spellcasting. Stanus is a 16th-level spellcaster. His spellcasting
Stanus Millrun (level 16) ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
Medium humanoid (human), neutral evil
He knows the following bard spells:
Class Bard (lvl 16) Armor Class 14 (leather) Cantrips: blade ward, dancing lights, minor illusion,
Background Sailor Hit Points 131 (16d8 + 48) vicious mockery
Occupation Slaver Speed 30 ft.
1st level (4 slots): bane, cure wounds, faerie fire,
STR DEX CON INT WIS CHA hideous laughter
13 (+1) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 20 (+5) 2nd level (3 slots): cloud of daggers, crown of madness,
Saving Throws Dexterity +8, Charisma +10 hold person
Skills Athletics +11, Deception +15, Perception +5, Persuasion +15, 3rd level (3 slots): fear, hypnotic pattern
Stealth +13; Tools Navigator’s Tools, Water Vehicles 4th level (3 slots): confusion, freedom of movement
Senses passive Perception 15
5th level (2 slots): blade barrier, dominate person
Languages Common, Orcish
Challenge 5 (1,800 XP) 6th level (1 slot): chain lightning, mass suggestion
Bardic Inspiration (5/day: Recharges after a Short or Long 7th level (1 slot): fire storm, teleport
Rest). Stanus can use his bonus action to give a creature within 8th level (1 slot): dominate monster, finger of death
60 feet his Bardic Inspiration die. Once within the next 10
minutes the creature can roll 1d12 and add the number rolled
Actions
to one ability check, attack roll, weapon damage roll, or saving Multiattack. Stanus makes two weapon attacks.
throw it makes. Alternatively, if the creature is targeted by an Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
attack, it can use its reaction to add 1d6 to its AC against that Hit: 7 (1d8 + 3) piercing damage.
attack. Countercharm. Stanus starts a performance that lasts until his
Battle Magic. When Stanus casts a bard spell using his action, next turn. During that time, he and any friendly creature within
he may make one weapon attack as a bonus action. 30 feet of him have advantage on saving throws against being
Expertise (Athletics, Deception, Persuasion, Stealth). Stanus frightened or charmed.
doubles his proficiency bonus to checks with his Expertise skills.
Weapons, Armor & Items
Jack of all Trades. Stanus can add half his proficiency bonus Rapier, leather armor, large net, fine hat, sailor’s clothes, 75gp,
(+2) to any ability check he makes that doesn’t already include 150sp, potion of spell rejuvenation
his proficiency bonus.
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions.
Song of Rest. During a short rest, when Stanus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d10 hit points.

172
Spellcasting. Stanus is a 20th-level spellcaster. His spellcasting
Stanus Millrun (level 20) ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
Medium humanoid (human), neutral evil
He knows the following bard spells:
Class Bard (lvl 20) Armor Class 14 (leather) Cantrips: blade ward, dancing lights, minor illusion, vicious
Background Sailor Hit Points 183 (20d8 + 80) mockery
Occupation Slaver Speed 30 ft.
1st level (4 slots): bane, cure wounds, faerie fire,
STR DEX CON INT WIS CHA hideous laughter
13 (+1) 16 (+3) 18 (+4) 11 (+0) 10 (+0) 20 (+5) 2nd level (3 slots): cloud of daggers, crown of madness,
Saving Throws Dexterity +9, Charisma +11 hold person
Skills Athletics +13, Deception +17, Perception +6, Persuasion +17, 3rd level (3 slots): fear, hypnotic pattern
Stealth +15; Tools Navigator’s Tools, Water Vehicles 4th level (3 slots): confusion, freedom of movement
Senses passive Perception 16
5th level (3 slots): blade barrier, dominate person, hold monster
Languages Common, Orcish
Challenge 7 (2,900 XP) 6th level (2 slots): chain lightning, mass suggestion
Bardic Inspiration (5/day: Recharges after a Short or Long 7th level (2 slots): fire storm, teleport
Rest). Stanus can use his bonus action to give a creature within 8th level (1 slot): dominate monster, finger of death
60 feet his Bardic Inspiration die. Once within the next 10 9th level (1 slot): power word kill, time stop
minutes the creature can roll 1d12 and add the number rolled Superior Inspiration. When Stanus rolls initiative, if he has no
to one ability check, attack roll, weapon damage roll, or saving uses of Bardic Inspiration left, he regains one use.
throw it makes. Alternatively, if the creature is targeted by an
attack, it can use its reaction to add 1d6 to its AC against that Actions
attack. Multiattack. Stanus makes two weapon attacks.
Battle Magic. When Stanus casts a bard spell using his action, Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
he may make one weapon attack as a bonus action. Hit: 7 (1d8 + 3) piercing damage.
Expertise (Athletics, Deception, Persuasion, Stealth). Stanus Countercharm. Stanus starts a performance that lasts until his
doubles his proficiency bonus to checks with his Expertise skills. next turn. During that time, he and any friendly creature within
Jack of all Trades. Stanus can add half his proficiency bonus 30 feet of him have advantage on saving throws against being
(+3) to any ability check he makes that doesn’t already include frightened or charmed.
his proficiency bonus.
Weapons, Armor & Items
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions. Rapier, leather armor, large net, fine hat, sailor’s clothes, 120gp,
210sp, potion of spell rejuvenation
Song of Rest. During a short rest, when Stanus or any friendly
creature who can hear him regains hit points by spending Hit
Dice, each creature regains an additional 1d12 hit points.

173
of the house and the location of any valuables, and scratch this
Talim Nezara information in Thieves’ Cant nearby, in exchange for a share of the
Medium humanoid (human), neutral evil
loot. Once the populous becomes suspicious, Talim cuts his losses
Class Rogue (lvl 1) Armor Class 9 and moves on to the next town.
Background Assassin Hit Points 8 (1d8)
Occupation Thief Speed 20 ft. Personality Traits
“What I do is risky, but I’d rather be knifed in a mark’s house than
STR DEX CON INT WIS CHA
cough myself to death in some back-alley.” Risk and danger make
9 (–1) 7 (–2) 10 (+0) 14 (+2) 15 (+2) 16 (+3)
Talim feel alive; they’re the only vestiges of his old life he has
Saving Throws Dexterity +0, Intelligence +4 left. He’ll occasionally show almost suicidal recklessness, but is
Skills Deception +7, Insight +5, Perception +6, Performance +5, ultimately more scared of dying than he is hateful of living.
Persuasion +7, Sleight of Hand +0; Tools Dice, Thieves’ Tools
Senses passive Perception 16 Ideals
Languages Common, Dwarvish, Thieves’ Cant “If I can’t be at the top, I can at least bring everyone else to the
Challenge 1/8 (25 XP) bottom.” Talim’s dreams have been shattered; it is only fair
Sneak Attack (1/turn). Talim can deal an extra 1d6 damage that no-one else should get to achieve theirs. He finds
to one creature he hits with an attack if he has advantage on amusement in sabotaging the efforts of others, or
the attack roll. The attack must use a finesse or ranged belittling their achievements should they succeed.
weapon. He doesn’t need advantage on the attack
roll if another enemy of the target is within 5 feet Bonds
of it, that enemy isn’t incapacitated, and he “I’d love to get even with Yrla Silverhand, but I’m no fool; she’d
doesn’t have disadvantage on the attack get me right between the eyes this time.” Talim longs for a day
roll. when he can gloat over Yrla’s battered corpse. If he had a
Criminal Contact. Talim has a contact gang of his own, or anyone he was in control of,
in the criminal network, and can send he knows just where he’d send them.
and receive messages to them through Flaws
various means, even over great distances.
“I would kill every last whoreson in this
Expertise (Deception and Persuasion). town if I thought it would get me my legs
Talim doubles his proficiency bonus to back.” Any relationship Talim has built up
checks with his Expertise skills. in the last 50 years is truly meaningless
Actions to him and he would cut them dead in a
second if someone offered him a cure.
Quarterstaff. Melee Weapon Attack:
+1 to hit, reach 5 ft., one creature. Roleplaying Talim
Hit: 2 (1d6 – 1) bludgeoning Talim is proud and bitter; inwardly he
damage or 3 (1d8 – 1) if used with chafes at the hand life has dealt him
two hands. and is quick to remind his cohorts
Dagger. Melee Weapon Attack: +1 to that he used to be someone in
hit, reach 5ft, one creature. Hit 1 this world. A constant, seething
(1d4 – 1) piercing damage resentments bubbles under the
surface, particularly towards
Overview those in whom he can see
Talim used to be one of the finest assassins available for hire. He glimpses of his youth.
and his partner Yrla (p.186) enjoyed a level of success and luxury He refuses to take responsibility for any of his misfortune
rare for someone in their line of work. That life is behind him or shortcomings and will always find some way of justifying
now; your partner’s crossbow bolt to the spine tends to do that to to himself that it was someone else’s fault; either through
a person. incompetence, vindictiveness or jealousy.
A wreck of his former self, 50 years of brooding has made Talim Talim knows he’d easily be outmatched in most combat situations,
a twisted thing—in body and mind. Relying on a cane to hobble but will try to play the poor beggar long enough to get a knife at
around on his one good leg, he can no longer ply his trade as an someone’s throat and bargain an escape.
assassin, and has been forced down to the lower echelons of the
criminal world, work he sees as below his considerable talents;
“Old couple live here. Savings in bookcase. Trusting.”
burglary.
It is common amongst civilised people to take pity on beggars
and travelers; to invite them into your home, give them a hot Weapons, Armor & Items
meal and a warm bed for the night. Much to his chagrin, Talim Quarterstaff, tattered clothes, Talim’s blade
makes a convincing beggar. Once inside, he will note the layout

174
Talim Nezara (level 4) Prosecution
Medium humanoid (human), neutral evil As he often did, Talim ran his thumb across the point at the end
of his staff. The ugly chunk of metal that had ended his life: Yrla’s
Class Rogue (lvl 4) Armor Class 9
bolt. His hands, which had been so strong, so quick, were worn,
Background Assassin Hit Points 23 (4d8)
leathered, old. He felt old, and tired, and done.
Occupation Thief Speed 20 ft.
Yrla.
STR DEX CON INT WIS CHA
He remembered the night. It was a cold that bit into your bones,
9 (–1) 7 (–2) 10 (+0) 14 (+2) 17 (+3) 16 (+3)
and there was a light dust of snow on the streets. Their tracks
Saving Throws Dexterity +0, Intelligence +4 would have given them away, so they’d escaped through the sewers.
Skills Deception +7, Insight +6, Perception +7, Performance +5, Talim didn’t even remember now who they’d been sent to kill.
Persuasion +7, Sleight of Hand +0; Tools Dice, Thieves’ Tools Some gang leader, he thought, or maybe a watch officer.
Senses passive Perception 17 Yrla had been acting strange all day. Still a professional, still deadly,
Languages Common, Dwarvish, Thieves’ Cant but strange. Perhaps she’d been offered the same deal he had by
Challenge 1/4 (50 XP) their employer. He’d refused of course, but he couldn’t deny the
Sneak Attack (1/turn). Talim can deal an extra 2d6 damage to extra coin was tempting.
one creature he hits with an attack if he has advantage on the He was first up the ladder onto the street. Looking around, hand
attack roll. The attack must use a finesse or ranged weapon. He on the hilt of his dagger, he saw the figure first, hooded, at the
doesn’t need advantage on the attack roll if another enemy of the corner of the next street. Then he heard the click of the bolt sliding
target is within 5 feet of it, that enemy isn’t incapacitated, and he into place.
doesn’t have disadvantage on the attack roll.
She’d taken the deal.
Assassinate. Talim has advantage on attack rolls on any creature
Yrla was fast, but Talim had always been faster. The dagger flashed,
that hasn’t taken a turn in combat yet. In addition any hit he
moonlight illuminating the faces in the hilt. Her face and his. Her
scores against a creature that is surprised is a critical hit.
blood on the snow. His panic as he fled.
Criminal Contact. Talim has a contact in the criminal network,
He remembered the breath suddenly driven from his body, fogging
and can send and receive messages to them through various
the air. He remembered falling forwards as he ran, as if he had
means, even over great distances.
simply tripped. He remembered the cold, hard ground coming up
Cunning Action. Talim can take a bonus action on each of his to meet him. And he remembered nothing more.
turns during combat. He can use this action to Dash, Disengage,
Talim coughed and spat. He still felt old, but the memory had
or Hide.
revitalised him; the years of anger had fuelled him. It was a cold
Expertise (Deception and Persuasion). Talim doubles his night. The kind of cold that bit into your bones. A snowflake
proficiency bonus to checks with his Expertise skills. drifted and settled on a weathered knuckle.
Actions Time to pay a visit to an old friend.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach
5 ft., one creature. Hit: 2 (1d6 – 1) bludgeoning damage or 3 (1d8 –
1) if used with two hands.
Dagger. Melee Weapon Attack: +1 to hit, reach 5ft, one creature.
Hit 1 (1d4 –1) piercing damage
Weapons, Armor & Items
Quarterstaff, tattered clothes, Talim’s blade

175
Talim Nezara (level 8) Actions
Medium humanoid (human), neutral evil Quarterstaff. Melee Weapon Attack: +2 to hit, reach
Class Rogue (lvl 8) Armor Class 9 5 ft., one creature. Hit: 2 (1d6 – 1) bludgeoning damage or 3 (1d8 –
Background Assassin Hit Points 43 (8d8) 1) if used with two hands.
Occupation Thief Speed 20 ft. Dagger. Melee Weapon Attack: +2 to hit, reach 5ft, one creature.
Hit 1 (1d4 –1) piercing damage
STR DEX CON INT WIS CHA
9 (–1) 7 (–2) 10 (+0) 14 (+2) 19 (+4) 16 (+3) Reactions
Saving Throws Dexterity +1, Intelligence +5 Uncanny Dodge. When Talim is hit with an attack from an
Skills Deception +9, Insight +10, Perception +7, Performance +6, attacker that he can see, he can halve the attack’s damage.
Persuasion +9, Sleight of Hand +4; Tools Dice, Thieves’ Tools
Senses passive Perception 17 Weapons, Armor & Items
Languages Common, Dwarvish, Thieves’ Cant Quarterstaff, tattered clothes, Talim’s blade
Challenge 1/2 (100 XP)
Sneak Attack (1/turn). Talim can deal an extra 4d6 damage to
one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. He Talim in Your Game
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 Talim could make an appearance as a beggar at the door of the
doesn’t have disadvantage on the attack roll. party’s home base, afterwards marking it for an extremely well-
armed and organized break-in the following night (assuming
Assassinate. Talim has advantage on attack rolls on any creature
they have a stock of valuables which would be worth the
that hasn’t taken a turn in combat yet. In addition any hit he
risk). Does the party connect these two events? How does the
scores against a creature that is surprised is a critical hit.
party deal with an evil character who is at a complete physical
Criminal Contact. Talim has a contact in the criminal network, disadvantage?
and can send and receive messages to them through various
Quest Hook. Talim feels that his end is near, and he is
means, even over great distances.
determined to go out in a blaze of glory. As much as it disgusts
Cunning Action. Talim can take a bonus action on each of his him, he requires the help of an able-bodied party to assault The
turns during combat. He can use this action to Dash, Disengage, Silverhand’s base of operations and settle his 50-year grudge.
or Hide.
Evasion. When Talim is subjected to an effect 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.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Talim doubles his proficiency bonus to checks with his Expertise
skills.

176
Talim Nezara (level 12) Actions
Medium humanoid (human), neutral evil Quarterstaff. Melee Weapon Attack: +3 to hit, reach
Class Rogue (lvl 12) Armor Class 9 5 ft., one creature. Hit: 2 (1d6 – 1) bludgeoning damage or 3 (1d8 –
Background Assassin Hit Points 63 (12d8) 1) if used with two hands.
Occupation Thief Speed 20 ft. Dagger. Melee Weapon Attack: +3 to hit, reach 5ft, one creature.
Hit 1 (1d4 –1) piercing damage
STR DEX CON INT WIS CHA
9 (–1) 7 (–2) 10 (+0) 14 (+2) 19 (+4) 20 (+5) Reactions
Saving Throws Dexterity +2, Intelligence +6 Uncanny Dodge. When Erdan is hit with an attack from an
Skills Deception +13, Insight +12, Perception +8, Performance +9, attacker that he can see, he can halve the attack’s damage.
Persuasion +13, Sleight of Hand +6; Tools Dice, Thieves’ Tools
Senses passive Perception 18 Weapons, Armor & Items
Languages Common, Dwarvish, Thieves’ Cant Quarterstaff, tattered clothes, Talim’s blade
Challenge 1 (200 XP)
Sneak Attack (1/turn). Talim can deal an extra 6d6 damage to
one creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. He Right you dolts. Seems some of
doesn’t need advantage on the attack roll if another enemy of the you are having trouble with
target is within 5 feet of it, that enemy isn’t incapacitated, and he my signs. Consider this a re-ed
doesn’t have disadvantage on the attack roll.
uction
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.
Armed
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.
Cunning Action. Talim can take a bonus action on each of his Rich
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Evasion. When Talim is subjected to an effect 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 Cowardly
on a failed one.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Talim doubles his proficiency bonus to checks with his Expertise
skills. Brave/tough
Infiltration 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 Poor/not worth it
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 proficiency bonus, he can treat a d20 roll of 9 or Links to the guard/rivals
lower as a 10.

lives alone

177
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Talim Nezara (level 16) Talim doubles his proficiency bonus to checks with his Expertise
Medium humanoid (human), neutral evil
skills.
Class Rogue (lvl 16) Armor Class 9 Impostor. Talim can flawlessly mimic another person’s speech,
Background Assassin Hit Points 83 (16d8) writing, and behavior if he spends at least three hours studying
Occupation Thief Speed 20 ft. the person’s speech, hand writing, and mannerisms. He has
STR DEX CON INT WIS CHA advantage on any Deception check made to avoid detection.
10 (+0) 7 (–2) 10 (+0) 14 (+2) 20 (+5) 20 (+5) Infiltration Expertise. Talim can spend seven days and 25gp
Saving Throws Dexterity +3, Intelligence +7, Wisdom +10 to create a false identity for himself with established history
Skills Deception +15, Insight +15, Perception +10, Performance +9, and connections. He can’t establish an identity that belongs to
Persuasion +15, Sleight of Hand +8; Tools Dice, Thieves’ Tools someone else. When disguised this way, people will believe him
Senses passive Perception 20 to be the new identity unless given reason not to.
Languages Common, Dwarvish, Thieves’ Cant Reliable Talent. Whenever Talim makes an ability check that
Challenge 2 (450 XP) lets him add his proficiency bonus, he can treat a d20 roll of 9 or
Sneak Attack (1/turn). Talim can deal an extra 8d6 damage to lower as a 10.
one creature he hits with an attack if he has advantage on the
Actions
attack roll. The attack must use a finesse or ranged weapon. He
doesn’t need advantage on the attack roll if another enemy of the Quarterstaff. Melee Weapon Attack: +5 to hit, reach
target is within 5 feet of it, that enemy isn’t incapacitated, and he 5 ft., one creature. Hit: 3 (1d6 ) bludgeoning damage or 4 (1d8) if
doesn’t have disadvantage on the attack roll. used with two hands.
Assassinate. Talim has advantage on attack rolls against any Dagger. Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
creature that hasn’t taken a turn in combat yet. Additionally, if Hit 2 (1d4) piercing damage
he hits a surprised creature, it is counted as a critical hit.
Reactions
Blindsense. If Talim is able to hear, he is aware of the location of
any hidden or invisible creature within 10 ft. of him. Uncanny Dodge. When Erdan is hit with an attack from an
Criminal Contact. Talim has a contact in the criminal network, attacker that he can see, he can halve the attack’s damage.
and can send and receive messages to them through various Weapons, Armor & Items
means, even over great distances. Quarterstaff, tattered clothes, Talim’s blade
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.
Evasion. When Talim is subjected to an effect 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.

178
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Talim Nezara (level 20) Talim doubles his proficiency bonus to checks with his Expertise
Medium humanoid (human), neutral evil
skills.
Class Rogue (lvl 20) Armor Class 9 Impostor. Talim can flawlessly mimic another person’s speech,
Background Assassin Hit Points 103 (20d8) writing, and behavior if he spends at least three hours studying
Occupation Thief Speed 20 ft. the person’s speech, hand writing, and mannerisms. He has
STR DEX CON INT WIS CHA advantage on any Deception check made to avoid detection.
10 (+0) 7 (–2) 10 (+0) 16 (+3) 20 (+5) 20 (+5) Infiltration Expertise. Talim can spend seven days and 25gp
Saving Throws Dexterity +4, Intelligence +9, Wisdom +11 to create a false identity for himself with established history
Skills Deception +17, Insight +17, Perception +11, Performance +10, and connections. He can’t establish an identity that belongs to
Persuasion +17, Sleight of Hand +10; Tools Dice, Thieves’ Tools someone else. When disguised this way, people will believe him
Senses passive Perception 21 to be the new identity unless given reason not to.
Languages Common, Dwarvish, Thieves’ Cant Reliable Talent. Whenever Talim makes an ability check that
Challenge 3 (700 XP) lets him add his proficiency bonus, he can treat a d20 roll of 9 or
Sneak Attack (1/turn). Talim can deal an extra 10d6 damage lower as a 10.
to one creature he hits with an attack if he has advantage on the Stroke of Luck (Recharges after a Short or Long Rest). If
attack roll. The attack must use a finesse or ranged weapon. He Talim’s attack misses a target within range, he can turn the miss
doesn’t need advantage on the attack roll if another enemy of the into a hit. Alternatively, if he fails an ability check, he can treat
target is within 5 feet of it, that enemy isn’t incapacitated, and he the d20 roll as a 20.
doesn’t have disadvantage on the attack roll.
Actions
Assassinate. Talim has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if Quarterstaff. Melee Weapon Attack: +6 to hit, reach
he hits a surprised creature, it is counted as a critical hit. 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) if
Blindsense. If Talim is able to hear, he is aware of the location of used with two hands.
any hidden or invisible creature within 10 ft. of him. Dagger. Melee Weapon Attack: +6 to hit, reach 5ft, one creature.
Criminal Contact. Talim has a contact in the criminal network, Hit 2 (1d4) piercing damage
and can send and receive messages to them through various
Reactions
means, even over great distances.
Cunning Action. Talim can take a bonus action on each of his Uncanny Dodge. When Erdan is hit with an attack from an
turns during combat. He can use this action to Dash, Disengage, attacker that he can see, he can halve the attack’s damage.
or Hide. Weapons, Armor & Items
Death Strike. When Talim hits a surprised target, it must make Quarterstaff, tattered clothes, Talim’s blade
a DC 19 Constitution saving throw or take double damage from
the attack.
Elusive. No attack rolls against Talim can have advantage as long
as he’s not incapacitated.
Evasion. When Talim is subjected to an effect 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.

179
in the darkness were put to agonizing torture. Cruel dwarves were
Utan Brabus paid by the queen to hold the brothers captive for weeks in the
Medium humanoid (drow), chaotic evil
darkest dungeons at their disposal. They were to be beaten, hung
Class Fighter (lvl 1) Armor Class 18 (plate) upside down, starved, and set to the rack. There, another one of
Background Noble Hit Points 12 (1d10 + 2) his brothers died. Utan and his remaining brother Tuneer were
Occupation Mercenary Speed 30 ft. determined to escape, but they knew it would take their combined
STR DEX CON INT WIS CHA efforts, and secretly both of them suspected that only one of them
13 (+1) 16 (+3) 15 (+2) 10 (+0) 8 (–1) 14 (+2) was meant to leave this dungeon alive.
They had been locked in metal cages, adorned with rusty spikes,
Saving Throws Strength +3, Constitution +4
which hung high over a deep ravine. They were close enough to
Skills Athletics +3, History +2, Intimidation +4, Perception +1,
speak to one another, but had nothing to say. After many days of
Persuasion +4; Tools Dragonchess
waiting for the dwarves to return and put to some new torture, it
Senses darkvision 120 ft., passive Perception 11
seemed as though they were left for dead.
Languages Common, Elven, Undercommon
Challenge 1 (200 XP) Both Utan and Tuneer would in fact escape the dungeons of the
Drow Magic. Utan knows the dancing lights cantrip. dwarves, but only one of them would go on to command the legion
of their kingdom. Such deeds are accounted elsewhere.
Fey Ancestry. Utan has advantage on saving throws
against being charmed, and magic cannot put him Personality Traits
to sleep. “My name is Utan Brabus. Perhaps you’ve heard of me.” Utan’s
Fighting Style (Dueling). When using a reputation as a merciless bastard precedes him wherever he goes.
melee weapon in one hand and no other He leverages his reputation to get what he wants.
weapons, Utan deals +2 damage with that
weapon (included in the attack). Ideals
Position of Privilege. Utan can secure an “One day, it will all be mine.” He seeks ultimate power, day-
audience with a local noble, is welcome in dreaming about legions of soldiers at his command, and
high society, and common people will try peasants kneeling at his feet.
their best to accommodate him.
Bonds
Second Wind (Recharges after a Short or
“They will see that I am worthy. I
Long Rest). On his turn Utan can use a
will make them see.” Utan believes he
bonus action to regain 1d10 + 1 hit points.
will one day prove to his family that
Sunlight Sensitivity. Utan has he is worthy to rule their legions by
disadvantage on attack rolls and on returning with a legion of his
Perception checks based on sight when own creation.
he’s in direct sunlight.
Trance. Utan does not sleep. Flaws
Instead, he meditates for four “Don’t you know who I am?!” Utan puts too much
hours each night. This grants him stock in his reputation, feeling as if all the folk of
the benefit of a long rest. the realm should have heard his name. He
is also proud to a fault, quick to anger,
Actions and often hears insults and threats
Longsword. Melee Weapon Attack: +3 to where none exist.
hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3)
Roleplaying Utan
slashing damage, or 6 (1d10 + 1) if used with
two hands. 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
Light Crossbow. Ranged Weapon Attack:
pleased to show such disrespect, and more than prepared if things
+5 to hit, range 80/320 ft., one creature. Hit: 7
escalated into a fight.
(1d8 + 3) piercing damage.
He believes above all else that in order to get what he wants,
Overview he must never show weakness. On the rare occasion he meets
Utan is one of five sons, the middle child of a powerful dark elf someone who impresses him, he can become an incredible ally.
who rules a vast kingdom deep underground. Utan and each of his In combat he is very tactical, eliminating the highest threat first,
brothers grew up in constant competition, vying for the attention then dispatching the remaining threats in descending order.
and respect of their mother. There came a time when their father
“Describe how you might be of use to me,
decided his sons were ready to prove themselves worthy of
then I may let you live.”
commanding the legion as powerful warlords.
The trials began challenging, but soon became deadly. Two of his
Weapons, Armor & Items
four brothers were slain within the first month. The three of them
Blade of Dagr-Nath, light crossbow, plate armor, 2pp, 14sp, 20cp
who survived combat with all manner of monstrosities that lurked

180
Utan Brabus (level 4) Actions
Medium humanoid (drow), chaotic evil Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Class Fighter (lvl 4) Armor Class 18 (plate) creature. Hit: 7 (1d8 + 3) slashing damage, or 6 (1d10 + 1) if used
Background Noble Hit Points 36 (4d10 + 8) two hands.
Occupation Mercenary Speed 30 ft. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one creature. Hit: 8 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 10 (+0) 8 (–1) 14 (+2) Weapons, Armor & Items
Saving Throws Strength +3, Constitution +4 Blade of Dagr-Nath, light crossbow, plate armor, 2pp, 10gp, 14sp,
Skills Athletics +3, History +2, Intimidation +4, Perception +1, 20cp
Persuasion +4; Tools Dragonchess, Calligrapher’s Supplies
Senses darkvision 120 ft., passive Perception 11 Empire-building
Languages Common, Elven, Undercommon Smoke, and the stench of human filth, filled Utan’s nostrils as he
Challenge 2 (450 XP) wiped the blood from his blade and surveyed his new empire. The
Action Surge (Recharges after a Short or Long Rest). On his inn – stronghold and front for the city’s dominant crime lord – was
turn, Utan can take an additional action on top of his normal quickly being reduced to a heaving pit of looting and wholesale
action and possible bonus action. destruction, and he sat in the midst, enthroned on a seat of ruin.
Combat Superiority. Utan has four superiority dice which are The crime lord, or rather his body, sat slumped amongst the
d8’s. These dice are expended when used and are regained after a broken furniture where he had fallen. Utan didn’t know where his
short or long rest. head was, and he didn’t much care. Those smart enough amongst
Feinting Attack. Utan can expend one superiority dice to his men to switch sides when the fight turned against them now
choose a creature within 5 feet of him. He gains advantage on joined in destroying their former hideout.
his next attack roll against that target and adds 1d8 to attack’s So, this was his legion; a few dozen mongrels barely fit to lick his
damage roll on a hit. boots, holding court at a ravaged inn. It was a start.
Menacing Attack. Utan can expend one superiority die when he The door collapsed inwards, and a fresh pack of scum muscled inside.
hits a creature with a weapon attack. He adds 1d8 to the attack’s “Nice work!” Their leader, the largest cur approached him where
damage roll. The target must make a DC 14 Wisdom saving he sat, as he would approach a friend, an equal. “You and I should
throw or become frightened by Utan until the end of his next talk business.”
turn.
A blow to the head from Utan’s gauntleted fist put him on the ground.
Parry. Utan can use his reaction to expend one superiority die
“Speak when you are spoken to.”
when damaged by another creature’s melee attack, reducing the
damage taken by 1d8 + 4. Utan brought his foot down hard again and again as the room
watched, their activity suddenly halted.
Drow Magic. Utan can cast the dancing lights cantrip, and faerie
fire using Charisma as his spellcasting modifier (spell save DC “Understand?”
12). Once he casts faerie fire, he must complete a long rest before “Y-yes...” The man whimpered, clutching his shattered face as
he can cast it again. Utan’s eyes drilled into him, “...sir.”
Fey Ancestry. Utan has advantage on saving throws against He was lucky Utan was feeling magnanimous in victory. Utan sat
being charmed, and magic cannot put him to sleep. and continued to wipe the crime lord’s blood off his sword with a
Fighting Style (Dueling). When using a melee weapon in one scrap of the crime lord’s shirt as the man dragged himself away.
hand and no other weapons, Utan deals +2 damage with that “My name is Utan Brabus. As of today, you work for me.”
weapon (included in the attack).
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.
Second Wind (Recharges after a Short or Long Rest). On his
turn Utan can use a bonus action to regain 1d10 + 4 hit points.
Sunlight Sensitivity. Utan has disadvantage on attack rolls and
on Perception checks based on sight when he’s in direct sunlight.
Trance. Utan does not sleep. Instead, he meditates for four hours
each night. This grants him the benefit of a long rest.

181
Know Your Enemy. Utan can learn certain information about
Utan Brabus (level 8) a creature’s capabilities compared to his own if he spends at
Medium humanoid (drow), chaotic evil
least one minute observing or interacting with it outside of
Class Fighter (lvl 8) Armor Class 18 (plate) combat. He can discern if the creature is his equal, superior, or
Background Noble Hit Points 76 (8d10 + 24) inferior in up to two categories: Strength score, Dexterity score,
Occupation Mercenary Speed 30 ft. Constitution score, Armor Class, current hit points, total class
STR DEX CON INT WIS CHA levels, or Fighter class levels.
14 (+2) 20 (+5) 16 (+3) 10 (+0) 8 (–1) 14 (+2) Position of Privilege. Utan can secure an audience with a local
noble, is welcome in high society, and common people will try
Saving Throws Strength +5, Constitution +6
their best to accommodate him.
Skills Athletics +5, History +3, Intimidation +5, Perception +2,
Persuasion +5; Tools Dragonchess, Calligrapher’s Supplies Second Wind (Recharges after a Short or Long Rest). On his
Senses darkvision 120 ft., passive Perception 12 turn Utan can use a bonus action to regain 1d10 + 8 hit points.
Languages Common, Elven, Undercommon Sunlight Sensitivity. Utan has disadvantage on attack rolls and
Challenge 3 (700 XP) on Perception checks based on sight when he’s in direct sunlight.
Action Surge (Recharges after a Short or Long Rest). On his Trance. Utan does not sleep. Instead, he meditates for four hours
turn, Utan can take an additional action on top of his normal each night. This grants him the benefit of a long rest.
action and possible bonus action.
Actions
Combat Superiority. Utan has five superiority dice which are
d8’s. These dice are expended when used and are regained after a Multiattack. Utan makes two weapon attacks.
short or long rest. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Disarming Attack. Utan can expend one superiority die when creature. Hit: 8 (1d8 + 4) slashing damage, or 7 (1d10 + 2) if used
he hits a creature with a weapon attack to attempt to disarm the two hands.
target. He adds 1d8 to the attack’s damage roll. The target must Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,
make a DC 16 Strength saving throw or drop one item of Utan’s one creature. Hit: 9 (1d8 + 5) piercing damage.
choice that it’s holding.
Weapons, Armor & Items
Feinting Attack. Utan can expend one superiority dice to
Blade of Dagr-Nath, light crossbow, plate armor, 2pp, 15gp, 25sp,
choose a creature within 5 feet of him. He gains advantage on
80cp
his next attack roll against that target and adds 1d8 to attack’s
damage roll on a hit.
Menacing Attack. Utan can expend one superiority die when he Utan in Your Game
hits a creature with a weapon attack. He adds 1d8 to the attack’s
damage roll. The target must make a DC 16 Wisdom saving If the party ever encounter Utan, it is likely they will be unaware
throw or become frightened by Utan until the end of his next until it is too late. While in civilization, he travels hooded and
turn. cloaked to hide his ancestry unless he is in the right company.
Parry. Utan can use his reaction to expend one superiority die He might take the part of a criminal mastermind scheming
when damaged by another creature’s melee attack, reducing the against the player characters if they infringe on his interests,
damage taken by 1d8 + 5. using his hard-earned leadership skills to manipulate the
criminal underworld against them.
Trip Attack. Utan may expend one superiority die when he hits
a creature with a weapon attack to attempt to knock the target Quest Hook. Several criminal guilds have had disastrous
down. He adds 1d8 to the attack’s damage roll. If it is Large or encounters with a dark elf, who has united several low level
smaller, the target must make a DC 16 Strength saving throw or gangs into his “legion”. Without their usual infighting, these
fall prone. gangs have the potential to drag the entire city into chaos. The
party is offered a significant reward for the dark elf ’s head.
Drow Magic. Utan can cast the dancing lights cantrip, faerie fire,
and darkness, using Charisma as his spellcasting modifier (spell
save DC 13). Once he casts a spell, he can’t cast it again until he
completes a long rest.
Fey Ancestry. Utan has advantage on saving throws against
being charmed, and magic cannot put him to sleep.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Utan deals +2 damage with that
weapon (included in the attack).

182
Fey Ancestry. Utan has advantage on saving throws against
Utan Brabus (level 12) being charmed, and magic cannot put him to sleep.
Medium humanoid (drow), chaotic evil
Fighting Style (Dueling). When using a melee weapon in one
Class Fighter (lvl 12) Armor Class 18 (plate) hand and no other weapons, Utan deals +2 damage with that
Background Noble Hit Points 136 (12d10 + 60) weapon (included in the attack).
Occupation Mercenary Speed 30 ft.
Indomitable (1/day). Utan can reroll a failed saving throw.
STR DEX CON INT WIS CHA Know Your Enemy. Utan can learn certain information about
14 (+2) 20 (+5) 20 (+5) 10 (+0) 8 (–1) 14 (+2) a creature’s capabilities compared to his own if he spends at
Saving Throws Strength +6, Constitution +9 least one minute observing or interacting with it outside of
Skills Athletics +6, History +4, Intimidation +6, Perception +3, combat. He can discern if the creature is his equal, superior, or
Persuasion +6; Tools Dragonchess, Calligrapher’s Supplies inferior in up to two categories: Strength score, Dexterity score,
Senses darkvision 120 ft., passive Perception 13 Constitution score, Armor Class, current hit points, total class
Languages Common, Elven, Undercommon levels, or Fighter class levels.
Challenge 5 (1,800 XP) Position of Privilege. Utan can secure an audience with a local
Action Surge (Recharges after a Short or Long Rest). On his noble, is welcome in high society, and common people will try
turn, Utan can take an additional action on top of his normal their best to accommodate him.
action and possible bonus action. Second Wind (Recharges after a Short or Long Rest). On his
Combat Superiority. Utan has five superiority dice which are turn Utan can use a bonus action to regain 1d10 + 12 hit points.
d10’s. These dice are expended when used and are regained after Sunlight Sensitivity. Utan has disadvantage on attack rolls and
a short or long rest. on Perception checks based on sight when he’s in direct sunlight.
Disarming Attack. Utan can expend one superiority die when Trance. Utan does not sleep. Instead, he meditates for four hours
he hits a creature with a weapon attack to attempt to disarm the each night. This grants him the benefit of a long rest.
target. He adds 1d10 to the attack’s damage roll. The target must
make a DC 17 Strength saving throw or drop one item of Utan’s Actions
choice that it’s holding. Multiattack. Utan makes three weapon attacks.
Evasive Footwork. Utan can expend one superiority die when Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
moving to add 1d10 to his AC until he stops. creature. Hit: 8 (1d8 + 4) slashing damage, or 7 (1d10 + 2) if used
Feinting Attack. Utan can expend one superiority dice to two hands.
choose a creature within 5 feet of him. He gains advantage on Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
his next attack roll against that target and adds 1d10 to attack’s one creature. Hit: 9 (1d8 + 5) piercing damage.
damage roll on a hit.
Weapons, Armor & Items
Menacing Attack. Utan can expend one superiority die when he
Blade of Dagr-Nath, light crossbow, plate armor, 4pp, 30gp, 55sp
hits a creature with a weapon attack. He adds 1d10 to the attack’s
damage roll. The target must make a DC 17 Wisdom saving
throw 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 1d10 + 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 5ft 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 1d10 to the attack’s damage roll. If it is Large or
smaller, the target must make a DC 17 Strength saving throw or
fall prone.
Drow Magic. Utan can cast the dancing lights cantrip, faerie fire,
and darkness, using Charisma as his spellcasting modifier (spell
save DC 14). Once he casts a spell, he can’t cast it again until he
completes a long rest.

183
Trip Attack. Utan may expend one superiority die when he hits
Utan Brabus (level 16) a creature with a weapon attack to attempt to knock the target
Medium humanoid (drow), chaotic evil
down. He adds 1d10 to the attack’s damage roll. If it is Large or
Class Fighter (lvl 16) Armor Class 18 (plate) smaller, the target must make a DC 18 Strength saving throw or
Background Noble Hit Points 180 (16d10 + 80) fall prone.
Occupation Mercenary Speed 30 ft. Drow Magic. Utan can cast the dancing lights cantrip, faerie fire,
STR DEX CON INT WIS CHA and darkness, using Charisma as his spellcasting modifier (spell
14 (+2) 20 (+5) 20 (+5) 10 (+0) 8 (–1) 18 (+4) save DC 17). Once he casts a spell, he can’t cast it again until he
completes a long rest.
Saving Throws Strength +7, Constitution +10
Skills Athletics +7, History +5, Intimidation +9, Perception +4, Fey Ancestry. Utan has advantage on saving throws against
Persuasion +9; Tools Dragonchess, Calligrapher’s Supplies being charmed, and magic cannot put him to sleep.
Senses darkvision 120 ft., passive Perception 14 Fighting Style (Dueling). When using a melee weapon in one
Languages Common, Elven, Undercommon hand and no other weapons, Utan deals +2 damage with that
Challenge 7 (2,900 XP) weapon (included in the attack).
Action Surge (Recharges after a Short or Long Rest). On his Indomitable (2/day). Utan can reroll a failed saving throw.
turn, Utan can take an additional action on top of his normal Know Your Enemy. Utan can learn certain information about
action and possible bonus action. a creature’s capabilities compared to his own if he spends at
Combat Superiority. Utan has six superiority dice which are least one minute observing or interacting with it outside of
d10’s. These dice are expended when used and are regained combat. He can discern if the creature is his equal, superior, or
after a short or long rest. When Utan rolls initiative and has no inferior in up to two categories: Strength score, Dexterity score,
superiority dice remaining he gains one superiority die. Constitution score, Armor Class, current hit points, total class
Disarming Attack. Utan can expend one superiority die when levels, or Fighter class levels.
he hits a creature with a weapon attack to attempt to disarm the Position of Privilege. Utan can secure an audience with a local
target. He adds 1d10 to the attack’s damage roll. The target must noble, is welcome in high society, and common people will try
make a DC 18 Strength saving throw or drop one item of Utan’s their best to accommodate him.
choice that it’s holding. Second Wind (Recharges after a Short or Long Rest). On his
Evasive Footwork. Utan can expend one superiority die when turn Utan can use a bonus action to regain 1d10 + 16 hit points.
moving to add 1d10 to his AC until he stops. Sunlight Sensitivity. Utan has disadvantage on attack rolls and
Feinting Attack. Utan can expend one superiority dice to on Perception checks based on sight when he’s in direct sunlight.
choose a creature within 5 feet of him. He gains advantage on Trance. Utan does not sleep. Instead, he meditates for four hours
his next attack roll against that target and adds 1d10 to attack’s each night. This grants him the benefit of a long rest.
damage roll on a hit.
Maneuvering Attack. Utan can expend one superiority die Actions
when he hits a creature with a weapon attack to move an ally. Multiattack. Utan makes three weapon attacks.
He adds 1d10 to the attack’s damage roll. An ally who can see Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
or hear him can use its reaction to move up to half its speed, creature. Hit: 8 (1d8 + 4) slashing damage, or 7 (1d10 + 2) if used
provoking no opportunity attacks from the target of the attack. two hands.
Menacing Attack. Utan can expend one superiority die when he Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
hits a creature with a weapon attack. He adds 1d10 to the attack’s one creature. Hit: 9 (1d8 + 5) piercing damage.
damage roll. The target must make a DC 18 Wisdom saving
throw or become frightened by Utan until the end of his next Weapons, Armor & Items
turn. Blade of Dagr-Nath, light crossbow, plate armor, 6pp, 70gp, 90sp
Parry. Utan can use his reaction to expend one superiority die
when damaged by another creature’s melee attack, reducing the
damage taken by 1d10 + 5.
Precision Attack. Utan can expend a superiority die when
making a weapon attack against a creature to add 1d12 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 5ft of the original target, and within
Utan’s reach, it takes damage equal to the number rolled on the
superiority die

184
Trip Attack. Utan may expend one superiority die when he hits
Utan Brabus (level 20) a creature with a weapon attack to attempt to knock the target
Medium humanoid (drow), chaotic evil
down. He adds 1d12 to the attack’s damage roll. If it is Large or
Class Fighter (lvl 20) Armor Class 18 (plate) smaller, the target must make a DC 19 Strength saving throw or
Background Noble Hit Points 224 (20d10 + 100) fall prone.
Occupation Mercenary Speed 30 ft. Drow Magic. Utan can cast the dancing lights cantrip, faerie fire,
STR DEX CON INT WIS CHA and darkness, using Charisma as his spellcasting modifier (spell
14 (+2) 20 (+5) 20 (+5) 10 (+0) 8 (–1) 20 (+5) save DC 19). Once he casts a spell, he can’t cast it again until he
completes a long rest.
Saving Throws Strength +8, Constitution +11
Skills Athletics +8, History +6, Intimidation +11, Perception +5, Fey Ancestry. Utan has advantage on saving throws against
Persuasion +11; Tools Dragonchess, Calligrapher’s Supplies being charmed, and magic cannot put him to sleep.
Senses darkvision 120 ft., passive Perception 15 Fighting Style (Dueling). When using a melee weapon in one
Languages Common, Elven, Undercommon hand and no other weapons, Utan deals +2 damage with that
Challenge 9 (5,000 XP) weapon (included in the attack).
Action Surge (2/day: Recharges after a Short or Long Rest). Indomitable (3/day). Utan can reroll a failed saving throw.
On his turn, Utan can take an additional action on top of his Know Your Enemy. Utan can learn certain information about
normal action and possible bonus action. a creature’s capabilities compared to his own if he spends at
Combat Superiority. Utan has six superiority dice which are least one minute observing or interacting with it outside of
d12’s. These dice are expended when used and are regained combat. He can discern if the creature is his equal, superior, or
after a short or long rest. When Utan rolls initiative and has no inferior in up to two categories: Strength score, Dexterity score,
superiority dice remaining he gains one superiority die. Constitution score, Armor Class, current hit points, total class
Disarming Attack. Utan can expend one superiority die when levels, or Fighter class levels.
he hits a creature with a weapon attack to attempt to disarm the Position of Privilege. Utan can secure an audience with a local
target. He adds 1d12 to the attack’s damage roll. The target must noble, is welcome in high society, and common people will try
make a DC 19 Strength saving throw or drop one item of Utan’s their best to accommodate him.
choice that it’s holding. Second Wind (Recharges after a Short or Long Rest). On his
Evasive Footwork. Utan can expend one superiority die when turn Utan can use a bonus action to regain 1d10 + 20 hit points.
moving to add 1d12 to his AC until he stops. Sunlight Sensitivity. Utan has disadvantage on attack rolls and
Feinting Attack. Utan can expend one superiority dice to on Perception checks based on sight when he’s in direct sunlight.
choose a creature within 5 feet of him. He gains advantage on Trance. Utan does not sleep. Instead, he meditates for four hours
his next attack roll against that target and adds 1d12 to attack’s each night. This grants him the benefit of a long rest.
damage roll on a hit.
Maneuvering Attack. Utan can expend one superiority die Actions
when he hits a creature with a weapon attack to move an ally. Multiattack. Utan makes four weapon attacks.
He adds 1d12 to the attack’s damage roll. An ally who can see Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
or hear him can use its reaction to move up to half its speed, creature. Hit: 8 (1d8 + 4) slashing damage, or 7 (1d10 + 2) if used
provoking no opportunity attacks from the target of the attack. two hands.
Menacing Attack. Utan can expend one superiority die when he Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
hits a creature with a weapon attack. He adds 1d12 to the attack’s one creature. Hit: 9 (1d8 + 5) piercing damage.
damage roll. The target must make a DC 19 Wisdom saving
throw or become frightened by Utan until the end of his next Weapons, Armor & Items
turn. Blade of Dagr-Nath, light crossbow, plate armor, 10pp, 150gp,
Parry. Utan can use his reaction to expend one superiority die 200sp
when damaged by another creature’s melee attack, reducing the
damage taken by 1d12 + 5.
Precision Attack. Utan can expend a superiority die when
making a weapon attack against a creature to add 1d12 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 5ft of the original target, and within
Utan’s reach, it takes damage equal to the number rolled on the
superiority die

185
If a threat presents itself, Yrla is willing to make a deal to save her
Yrla Silverhand own skin, and has the resources to back it up. However, should any
Medium humanoid (mountain dwarf), neutral evil
opportunity arise to get back at her enemies, she will take it for the
Class Rogue (lvl 1) Armor Class 17 (halfplate) sake of her pride.
Background Assassin Hit Points 10 (1d8 + 2) Her office is a death-trap; concealed crossbows are rigged to riddle
Occupation Guild Leader Speed 25 ft. the area across her desk with quarrels and her own custom heavy
STR DEX CON INT WIS CHA crossbow is never out of reach. In combat, she replaces her silver
11 (+0) 15 (+2) 15 (+2) 13 (+1) 12 (+1) 11 (+0) hand with a specially designed windlass mechanism, allowing her
to reload with ease, despite her injury.
Saving Throws Dexterity +4, Intelligence+3
Skills Acrobatics +4, Deception +4, Insight +5, Perception +3, Personality Traits
Sleight of Hand +4, Stealth +4; Tools Playing Cards, Thieves’ “I got to where I am today by being the best. Don’t dare suggest
Tools otherwise.” Yrla is convinced that no one else could have been
Damage Resistances poison through what she has and come out on top, that she and she alone
Senses darkvision 60 ft., passive Perception 13 had the necessary wits and skill.
Languages Common, Dwarvish, Thieves’ Cant
Challenge 1/4 (50 XP) Ideals
Sneak attack (1/turn). Yrla can deal an extra 1d6 damage to one “I’m no-one’s fool.” Yrla has been surprised and outwitted once, and
creature she hits with an attack if she has advantage on the attack has vowed that this will never happen again. If she even remotely
roll. The attack must use a finesse or ranged weapon. She expects the other party will try to outsmart or double cross her,
doesn’t need advantage on the attack roll if another the deal simply will not be made (and she’ll probably send a
enemy of the target is within 5 feet of it, that enemy few quarrels their way for their trouble).
isn’t incapacitated, and she doesn’t have disadvantage
on the attack roll. Bonds
Criminal Contact. Yrla has a contact “He’s dead. I put a bolt in the bastard and he went down
in the criminal network, and can send like a sack of rocks. He’s dead.” Yrla is terrified of the
and receive messages to them through thought that Talim survived their last encounter
various means, even over great and will return some day. Her paranoia
distances. surrounding this colors her interactions with
Dwarven Resilience. Yrla has any newcomers.
advantage on saving throws against Flaws
poison.
“Get to the point; what’s in it for me?” Yrla
Expertise (Deception and Insight). only truly trusts and respects herself. Short
Yrla doubles her proficiency bonus to of her life being on the line, nothing will
checks with her Expertise skills. make her accept a deal where she gets less
Actions than the other party on principle.

Metal Hand. Melee Weapon Attack: +2 to Roleplaying Yrla


hit, reach 5 ft., one creature. Hit: 3 (1d6) Yrla isn’t one to miss an opportunity. If she’s
bludgeoning damage. faced with an opening she can use to her benefit,
Heavy Crossbow. Ranged Weapon Attack: +4 she will take it. Like many dwarves, she is proud
to hit, range 100/400 ft., one creature. Hit: 7 and stubborn and her sadistic
(1d10 + 2) piercing damage. streak means she will not forget
or forgive any slight.
Overview Her underlings appreciate the life
Yrla Silverhand formed the Two Blades of relative luxury she affords them,
assassins’ guild 50 years ago. Her partner, attempting to move up in her favor and,
Talim (p.174), turned on her after they’d killed their target, hoping understandably, trying to avoid forming too strong
for her share of the bounty. She lost her partner and her right a connection with other members.
hand, but gained an idea. Two assassins are sent after a target, each
tasked with killing the other once the deed is done. The promise of “Not another step. I didn’t get to where
twice the pay attracts the greedy, and the promise of testing their I am today by missing.”
mettle against other assassins attracts the bloodthirsty. Yrla treats
her “boys” like an extended family or, perhaps more accurately, Weapons, Armor & Items
favored pets, yet also has a (very well disguised) sadistic glee at Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
setting them off to kill one another. pipe, silver choker (4gp), 36sp, 10gp

186
Yrla Silverhand (level 4) Defense
Medium humanoid (mountain dwarf), neutral evil As she often was, Yrla was still at her desk well past dusk. She
wore a satisfied sneer as she went through the week’s lists. She had
Class Rogue (lvl 4) Armor Class 17 (halfplate)
guessed every outcome correctly: she nearly always did. A noise
Background Assassin Hit Points 35 (4d8 + 12)
outside her window interrupted her musings and she sat bolt
Occupation Guild Leader Speed 25 ft.
upright. You didn’t get where she was without taking any threat
STR DEX CON INT WIS CHA seriously. Looking around, she took in each of her traps in turn,
11 (+0) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 11 (+0) all rigged to hit various points in the room, her eyes resting at last
Saving Throws Dexterity +4, Intelligence+3 on the large, custom crossbow that she’d had to commission to be
Skills Acrobatics +5, Deception +4, Insight +5, Perception +3, compatible with her… condition.
Sleight of Hand +5, Stealth +5; Tools Playing Cards, Thieves’ Talim.
Tools She remembered the night. She’d taken care of the guards from
Damage Resistances poison afar, while he’d snuck into the mansion for the target. Some baron
Senses darkvision 60 ft., passive Perception 13 or other, she seemed to remember. Their tracks would have shown
Languages Common, Dwarvish, Thieves’ Cant their escape route in the snow, so they made their way out through
Challenge 1 (200 XP) the sewers.
Sneak attack (1/turn). Yrla can deal an extra 2d6 damage to one Talim had been acting strange all day. Still reckless, still deadly, but
creature she hits with an attack if she has advantage on the attack strange. She wondered if their employer had offered him the same deal
roll. The attack must use a finesse or ranged weapon. She doesn’t as her. She’d turned him down, naturally, but that was a lot of coin.
need advantage on the attack roll if another enemy of the target He was first up the ladder onto the street. As Yrla ascended, she
is within 5 feet of it, that enemy isn’t incapacitated, and she saw Talim drawing his dagger and, across the street from him, a
doesn’t have disadvantage on the attack roll. stranger, hooded and cloaked.
Assassinate. Yrla has advantage on attack rolls against any He’d taken the deal.
creature that hasn’t taken a turn in combat yet. Additionally, if
Yrla could load and fire a crossbow faster than anyone, but not
she hits a surprised creature, it is counted as a critical hit.
faster than Talim could draw a dagger. She remembered moonlight
Criminal Contact. Yrla has a contact in the criminal network, on the blade as it came down. She remembered a jolt as it caught
and can send and receive messages to them through various her in the arm, as if she had caught a blow while sparring. She
means, even over great distances. remembered no pain as she fell, registering only distantly that her
Cunning Action. On her turn, as a bonus action, Yrla can take a hand lay in the snow beside her.
Dash, Dodge, Disengage, or Hide action. Talim ran. With all her strength, she hoisted up the crossbow as her
Dwarven Resilience. Yrla has advantage on saving throws vision dimmed. The bolt whistled into the night. A blurred figure
against poison. collapsed to the ground. And she remembered nothing more.
Expertise (Deception and Insight). Yrla doubles her proficiency Yrla twitched open the curtains to peer through the snow into the
bonus to checks with her Expertise skills. street below. No, not Talim.
Actions Just some old beggar.

Metal Hand. Melee Weapon Attack: +2 to hit, reach 5 ft., one


creature. Hit: 3 (1d6) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400
ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
Weapons, Armor & Items
Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
pipe, silver choker (4gp), 40sp, 14gp

187
Yrla Silverhand (level 8) Actions
Medium humanoid (mountain dwarf), neutral evil Metal Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Class Rogue (lvl 8) Armor Class 17 (halfplate) creature. Hit: 3 (1d6) bludgeoning damage.
Background Assassin Hit Points 67 (8d8 + 24) Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400
Occupation Guild Leader Speed 25 ft. ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
STR DEX CON INT WIS CHA Reactions
11 (+0) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 11 (+0)
Uncanny Dodge. When Yrla is hit with an attack from an attacker
Saving Throws Dexterity +7, Intelligence+4 that she can see, she can halve the attack’s damage.
Skills Acrobatics +10, Deception +6, Insight +7, Perception +7,
Sleight of Hand +7, Stealth +7; Tools Playing Cards, Thieves’ Weapons, Armor & Items
Tools Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
Damage Resistances poison pipe, silver choker (4gp), 75sp, 24gp
Senses darkvision 60 ft., passive Perception 17
Languages Common, Dwarvish, Thieves’ Cant
Challenge 3 (700 XP)
Yrla in Your Game
Sneak attack (1/turn). Yrla can deal an extra 4d6 damage to one
creature she hits with an attack if she has advantage on the attack Yrla might become involved with the party if they catch the
roll. The attack must use a finesse or ranged weapon. She doesn’t attention of a villain rich enough to employ the Two Blades to
need advantage on the attack roll if another enemy of the target go after them. Alternatively, she may send representatives in an
is within 5 feet of it, that enemy isn’t incapacitated, and she attempt to make an offer of employment to any characters she
doesn’t have disadvantage on the attack roll. deems to have a ‘promising future’ on her books.
Assassinate. Yrla has advantage on attack rolls against any Quest Hook. The party unwittingly slay a target the Two Blades
creature that hasn’t taken a turn in combat yet. Additionally, if were seeking. Yrla seeks them out and offers them the payment
she hits a surprised creature, it is counted as a critical hit. for the job (and promises of further employment) if they will
Criminal Contact. Yrla has a contact in the criminal network, find and kill the two assassins assigned to the target.
and can send and receive messages to them through various
means, even over great distances.
Cunning Action. On her turn, as a bonus action, Yrla can take a
Dash, Dodge, Disengage, or Hide action.
Dwarven Resilience. Yrla has advantage on saving throws
against poison.
Evasion. When Yrla is subjected to an effect 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.
Expertise (Acrobatics, Deception, Insight, and Perception).
Yrla doubles her proficiency bonus to checks with her Expertise
skills.

188
Yrla Silverhand (level 12) Actions
Medium humanoid (mountain dwarf), neutral evil Metal Hand. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Class Rogue (lvl 12) Armor Class 17 (halfplate) creature. Hit: 3 (1d6) bludgeoning damage.
Background Assassin Hit Points 99 (12d8 + 36) Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400
Occupation Guild Leader Speed 25 ft. ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
11 (+0) 20 (+5) 16 (+3) 13 (+1) 14 (+2) 11 (+0)
Uncanny Dodge. When Yrla is hit with an attack from an attacker
Saving Throws Dexterity +9, Intelligence+5 that she can see, she can halve the attack’s damage.
Skills Acrobatics +13, Deception +8, Insight +10, Perception +10,
Sleight of Hand +9, Stealth +9; Tools Playing Cards, Weapons, Armor & Items
Thieves’ Tools Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
Damage Resistances poison pipe, silver choker (4gp), 120sp, 40gp
Senses darkvision 60 ft., passive Perception 20
Languages Common, Dwarvish, Thieves’ Cant
Challenge 5 (1,800 XP)
Sneak attack (1/turn). Yrla can deal an extra 6d6 damage to one Week 5 lists - stakes to Yrla by sunset
creature she hits with an attack if she has advantage on the attack
roll. The attack must use a finesse 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 Davin - Gr etk a
doesn’t have disadvantage on the attack roll.
Assassinate. Yrla has advantage on attack rolls against any 1/ 14 - 13 /2
creature that hasn’t taken a turn in combat yet. Additionally, if
she hits a surprised creature, it is counted as a critical hit.
Criminal Contact. Yrla has a contact in the criminal network,
and can send and receive messages to them through various
Jin al - Lot hri
means, even over great distances. 15 /8 - 2/ 5
Cunning Action. On her turn, as a bonus action, Yrla can take a
Dash, Dodge, Disengage, or Hide action.
Dwarven Resilience. Yrla has advantage on saving throws
against poison.
Sh ath aza - Mi kel
Evasion. When Yrla is subjected to an effect that allows her to 13 /5 - 3/ 10
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.
Expertise (Acrobatics, Deception, Insight, and Perception). No rri s - Tan ner
Yrla doubles her proficiency bonus to checks with her Expertise
skills. 6/ 5 - 4/ 6
Infiltration 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 Van ara - Kov ig
someone else. When disguised this way, people will believe her
to be the new identity unless given reason not to. 2/ 9 - 3/ 1
Reliable Talent. When Yrla makes an ability check that lets her
add her proficiency bonus she can treat a d20 roll of a 9 or lower
as a 10.

189
Infiltration Expertise. Yrla can spend seven days and 25gp to
Yrla Silverhand (level 16) create a false identity for herself with established history and
Medium humanoid (mountain dwarf), neutral evil
connections. She can’t establish an identity that belongs to
Class Rogue (lvl 16) Armor Class 17 (halfplate) someone else. When disguised this way, people will believe her
Background Assassin Hit Points 131 (16d8 + 48) to be the new identity unless given reason not to.
Occupation Guild Leader Speed 25 ft. Reliable Talent. When Yrla makes an ability check that lets her
STR DEX CON INT WIS CHA add her proficiency bonus she can treat a d20 roll of a 9 or lower
11 (+0) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 11 (+0) as a 10.
Saving Throws Dexterity +10, Intelligence+6, Wisdom +8 Actions
Skills Acrobatics +15, Deception +10, Insight +13, Perception +13,
Sleight of Hand +10, Stealth +10; Tools Playing Cards, Metal Hand. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Thieves’ Tools creature. Hit: 3 (1d6) bludgeoning damage.
Damage Resistances poison Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range
Senses darkvision 60 ft., passive Perception 23 100/400 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Languages Common, Dwarvish, Thieves’ Cant
Reactions
Challenge 6 (2,300 XP)
Sneak attack (1/turn). Yrla can deal an extra 8d6 damage to one Uncanny Dodge. When Yrla is hit with an attack from an attacker
creature she hits with an attack if she has advantage on the attack that she can see, she can halve the attack’s damage.
roll. The attack must use a finesse or ranged weapon. She doesn’t Weapons, Armor & Items
need advantage on the attack roll if another enemy of the target
Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
is within 5 feet of it, that enemy isn’t incapacitated, and she
pipe, silver choker (4gp), 200sp, 80gp
doesn’t have disadvantage on the attack roll.
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.
Blindsense. If Yrla is able to hear, she is aware of the location of
any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Yrla can take a
Dash, Dodge, Disengage, or Hide action.
Dwarven Resilience. Yrla has advantage on saving throws
against poison.
Evasion. When Yrla is subjected to an effect 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.
Expertise (Acrobatics, Deception, Insight, and Perception).
Yrla doubles her proficiency bonus to checks with her Expertise
skills.
Impostor. Yrla can flawlessly 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.

190
Infiltration Expertise. Yrla can spend seven days and 25gp to
Yrla Silverhand (level 20) create a false identity for herself with established history and
Medium humanoid (mountain dwarf), neutral evil
connections. She can’t establish an identity that belongs to
Class Rogue (lvl 16) Armor Class 17 (halfplate) someone else. When disguised this way, people will believe her
Background Assassin Hit Points 160 (20d8 + 60) to be the new identity unless given reason not to.
Occupation Guild Leader Speed 25 ft. Reliable Talent. When Yrla makes an ability check that lets her
STR DEX CON INT WIS CHA add her proficiency bonus she can treat a d20 roll of a 9 or lower
11 (+0) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 11 (+0) as a 10.
Saving Throws Dexterity +10, Intelligence+6, Wisdom +8 Stroke of Luck (Recharges after a Short or Long Rest). If Yrla’s
Skills Acrobatics +17, Deception +12, Insight +15, Perception +15, attack misses a target within range, she can turn the miss into
Sleight of Hand +11, Stealth +11; Tools Playing Cards, a hit. Alternatively, if she fails an ability check, she can treat the
Thieves’ Tools d20 roll as a 20.
Damage Resistances poison Actions
Senses darkvision 60 ft., passive Perception 25
Languages Common, Dwarvish, Thieves’ Cant Metal Hand. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 7 (2,900 XP) creature. Hit: 3 (1d6) bludgeoning damage.
Sneak attack (1/turn). Yrla can deal an extra 10d6 damage to Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range
one creature she hits with an attack if she has advantage on the 100/400 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
attack roll. The attack must use a finesse or ranged weapon. She
doesn’t need advantage on the attack roll if another enemy of the
Reactions
target is within 5 feet of it, that enemy isn’t incapacitated, and Uncanny Dodge. When Yrla is hit with an attack from an attacker
she doesn’t have disadvantage on the attack roll. that she can see, she can halve the attack’s damage.
Assassinate. Yrla has advantage on attack rolls against any Weapons, Armor & Items
creature that hasn’t taken a turn in combat yet. Additionally, if
Concealed halfplate, powerful crossbow, 30 bolts, fine clothes,
she hits a surprised creature, it is counted as a critical hit.
pipe, silver choker (4gp), 250sp, 160gp
Blindsense. If Yrla is able to hear, she is aware of the location of
any hidden or invisible creatures within 10 feet of her.
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.
Cunning Action. On her turn, as a bonus action, Yrla can take a
Dash, Dodge, Disengage, or Hide action.
Death Strike. When Yrla hits a surprised target, it must make a
DC 19 Constitution saving throw or take double damage from
the attack.
Dwarven Resilience. Yrla has advantage on saving throws
against poison.
Elusive. No attack roll can have advantage against Yrla unless
she is incapacitated.
Evasion. When Yrla is subjected to an effect 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.
Expertise (Acrobatics, Deception, Insight, and Perception).
Yrla doubles her proficiency bonus to checks with her Expertise
skills.
Impostor. Yrla can flawlessly 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.

191
Generic NPCs 73-74 5 Advanced Thief Boss 209
This section contains examples of unnamed NPCs that can be 75-76 5 Legendary Bandit 211
used individually, or in groups. Their attributes, skills, features, 77-78 6 Intermediate Ruffian Boss 200
and actions have been carefully chosen to provide many different
79-80 6 Intermediate Bandit Boss 212
encounter possibilities with different challenge ratings.
81-82 6 Intermediate Assassin Boss 216
Individual Encounter Table 83-84 7 Advanced Brigand Boss 197
The following table can be used to generate a random NPC from
85-86 8 Advanced Ruffian Boss 201
this section. They are arranged by challenge rating if you are
looking to fit a particular encounter. 87-88 8 Advanced Assassin Boss 217
89-90 9 Advanced Bandit Boss 213
d100 CR Title Page
91-100 - Roll twice, ignoring results of 91-100 -
1-2 1/8 Basic Brigand 194
3-4 1/8 Basic Ruffian 198 Group Encounter Tables
5-6 1/4 Average Brigand 194 For generating encounter groups quickly and easily, you have
the following tables. You can either generate the group randomly
7-8 1/4 Average Ruffian 198
by rolling a d8 or choose a group according to the cumulative
9-10 1/4 Basic Thief 206 challenge rating. If you want to add a bit more challenge to
11-12 1/4 Basic Bandit 210 any group, consider adding a named character from the earlier
13-14 1/2 Skilled Brigand 195 chapters in this book, or one of the mini bosses found in each sub
category of generic NPCs.
15-16 1/2 Skilled Ruffian 199
17-18 1/2 Basic Swindler 202 Brigands
The party is most likely to encounter a rowdy group of brigands in
19-20 1/2 Average Thief 206
a tavern or inn, or at a trading post—any establishment that serves
21-22 1/2 Average Bandit 211 good ale (bad ale will, almost definitely, be sufficient).
23-24 1/2 Basic Assassin 214
d8 CR Group Members
25-26 1 Elite Brigand 195
1 1/2 2 Basic Brigands, 1 Average Brigand
27-28 1 Average Swindler 203
2 1 4 Basic Brigands, 2 Average Brigands, 1 Skilled
29-30 1 Skilled Thief 207
Brigand
31-32 1 Beginner Thief Boss 208
3 3 8 Basic Brigands, 4 Average Brigands, 2 Skilled
33-34 1 Average Assassin 215 Brigands
35-36 2 Elite Ruffian 199 4 4 4 Basic Brigands, 2 Average Brigands, 1 Skilled
37-38 2 Skilled Swindler 203 Brigand, 1 Elite Brigand
39-40 2 Elite Thief 207 5 6 8 Basic Brigands, 4 Average Brigands, 2 Skilled
41-42 2 Skilled Bandit 211 Brigands, 1 Legendary Brigand

43-44 2 Skilled Assassin 215 6 7 4 Basic Brigands, 2 Average Brigands, 1 Skilled


Brigand, 1 Beginner Brigand Boss
45-46 3 Legendary Brigand 195
7 8 4 Basic Brigands, 2 Average Brigands, 1 Skilled
47-48 3 Legendary Ruffian 199 Brigand, 1 Intermediate Brigand Boss
49-50 3 Elite Swindler 203 8 10 4 Basic Brigands, 2 Average Brigands, 1 Skilled
51-52 3 Legendary Thief 207 Brigand, 1 Advanced Brigand Boss
53-54 3 Intermediate Thief Boss 208
Ruffians
55-56 3 Elite Bandit 211
The party may be set upon by a group of ruffians while exploring
57-58 3 Elite Assassin 215 the streets or alley ways of most settlements. An encounter could
59-60 4 Beginner Brigand Boss 196 happen at any time of day, but are especially common at night, and
61-62 4 Beginner Ruffian Boss 200 particularly if the ruffians can get the drop on the party.

63-64 4 Legendary Swindler 204 d8 CR Group Members


65-66 4 Beginner Bandit Boss 212 1 1/2 4 Basic Ruffians
67-68 4 Legendary Assassin 215 2 1 6 Basic Ruffians, 2 Average Ruffians
69-70 4 Beginner Assassin Boss 216 3 2 8 Basic Ruffians, 2 Average Ruffians, 1 Skilled
Ruffian
71-72 5 Intermediate Brigand Boss 196

192
4 4 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite Bandits
Ruffian The party is most likely to encounter bandits out on the road,
5 6 6 Average Ruffians, 3 Skilled Ruffians, 1 Legendary representing a band of criminals living on what they can take
Ruffian from travelers by force. However, bandit encounters can also take
place in settlements, where these strong enemies are the elite of a
6 8 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite criminal enterprise.
Ruffian, 1 Beginner Ruffian Boss
7 10 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite d8 CR Group Members
Ruffian, 1 Intermediate Ruffian Boss 1 1 4 Basic Bandits
8 12 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite 2 2 4 Basic Bandits, 2 Average Bandits
Ruffian, 1 Advanced Ruffian Boss
3 4 4 Basic Bandits, 2 Average Bandits, 1 Skilled
Swindlers Bandit
Swindlers can be found in any decent-sized settlement where there 4 7 4 Basic Bandits, 2 Average Bandits, 1 Skilled
are easy marks to be found. Adventurers often have a great deal of Bandit, 1 Elite Bandit
wealth, so are a tempting target for swindlers, who may approach 5 8 4 Basic Bandits, 2 Average Bandits, 1 Skilled
them in a variety of ways, depending on the preferred con. Bandit, 1 Beginner Bandit Boss
d8 CR Group Members 6 9 4 Basic Bandits, 2 Average Bandits, 1 Skilled
Bandit, 1 Legendary Bandit
1 1 2 Basic Swindlers
7 10 4 Basic Bandits, 2 Average Bandits, 1 Skilled
2 2 2 Basic Swindlers, 1 Average Swindler Bandit, 1 Intermediate Bandit Boss
3 4 2 Average Swindlers, 1 Skilled Swindler 8 13 4 Basic Bandits, 2 Average Bandits, 1 Skilled
4 5 2 Average Swindlers, 1 Elite Swindler Bandit, 1 Advanced Bandit Boss
5 6 2 Average Swindlers, 1 Legendary Swindler
6 7 2 Skilled Swindlers, 1 Elite Swindler
Assassins
Assassins might strike at the party anywhere, dependent on their
7 8 2 Skilled Swindlers, 1 Legendary Swindler preferred tactics: a noble’s ball, their sleeping quarters in the dead
8 10 2 Elite Swindlers, 1 Legendary Swindler of night, or out on the road far away from any witnesses—any of
these could be the setting of a devastating surprise attack.
Thieves
Thieves are a constant annoyance everywhere, whether burglars d8 CR Group Members
in the night or pickpockets in a bustling market, but organized 1 1 2 Basic Assassins
groups can become a real menace. 2 2 2 Average Assassins
d8 CR Group Members 3 3 1 Average Assassin, 1 Skilled Assassin
1 1 4 Basic Thieves 4 5 1 Skilled Assassin, 1 Elite Assassin
2 2 4 Basic Thieves, 2 Average Thieves 5 6 1 Skilled Assassin, 1 Legendary Assassin
3 3 4 Basic Thieves, 2 Average Thieves, 1 Skilled Thief 6 8 2 Skilled Assassins, 1 Beginner Assassin Boss
4 4 2 Average Thieves, 1 Skilled Thief, 1 Elite Thief 7 10 2 Skilled Assassins, 1 Intermediate Assassin Boss
5 4 4 Basic Thieves, 2 Average Thieves, 1 Beginner 8 12 2 Skilled Assassins, 1 Advanced Assassin Boss
Thief Boss
6 5 1 Elite Thief, 1 Legendary Thief
7 7 4 Average Thieves, 2 Skilled Thieves, 1
Intermediate Thief Boss
8 9 2 Skilled Thieves, 1 Elite Thief, 1 Advanced Thief
Boss

193
Brigands
Brigands are the lowest level of criminal scum. Most are simply
dumb, violent and, more often than not, drunk, rather than
actively malicious. This 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 find 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. That being said, if the Jackdaws have need of
a sudden influx of men, regardless of quality or skill, they may
become rather generous with the ale at the lower class taverns.
Brigands don’t often 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
Average Brigand
Armor Class 11 (leather) Medium Humanoid (Any Race), Neutral
Hit Points 11 (2d8 + 2)
Speed 30 ft. Armor Class 12 (std. leather)
Hit Points 22 (4d8 + 4)
STR DEX CON INT WIS CHA Speed 30 ft.
13 (+1) 10 (+0) 12 (+1) 8 (-1) 6 (-2) 10 (+0)
STR DEX CON INT WIS CHA
Saving Throws Strength +3, Constitution +3 14 (+2) 11 (+0) 13 (+1) 9 (-1) 7 (-2) 11 (+0)
Skills Athletics +3
Senses passive Perception 8 Saving Throws Strength +4, Constitution +3
Languages Any one language (usually Common) Skills Athletics +4
Challenge 1/8 (25 XP) Senses passive Perception 8
Languages Any one language (usually Common)
Tavern Fighter. The basic brigand has proficiency with Challenge 1/4 (50 XP)
improvised weapons found in most taverns.
Tavern Fighter. The average brigand has proficiency with
Actions improvised weapons found in most taverns.
Bar Stool/Chair. Melee Weapon Attack: +2 to hit, reach 5 ft, one Actions
target. Hit: 5 (1d8 + 1) bludgeoning damage.
Bar Stool/Chair. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit:
target. Hit: 6 (1d8 + 2) bludgeoning damage.
3 (1d4 + 1) piercing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4
Ale Mug. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
(1d4 + 2) bludgeoning damage.
range 15/45 ft., one target. Hit: 2 (1d2 + 1) bludgeoning damage.
Ale Mug. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 15/45 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage.

194
Skilled Brigand Legendary Brigand
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 13 (hide) Armor Class 15 (chain shirt)
Hit Points 32 (5d8 + 10) Hit Points 60 (8d8 + 24)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +4, Constitution +5 Saving Throws Strength +5, Constitution +5
Skills Athletics +4, Intimidation +3 Skills Athletics +5, Intimidation +4
Senses passive Perception 9 Senses passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Tavern Fighter. The skilled brigand has proficiency with Danger Sense. The legendary brigand has advantage on
improvised weapons found in most taverns. Dexterity saving throws against effects they can see, such as
traps and spells.
Actions
Frenzy. When raging, the legendary brigand can make a single
Bar Stool/Chair. Melee Weapon Attack: +4 to hit, reach 5 ft, one melee weapon attack on each of their turns as a bonus action.
target. Hit: 6 (1d8 + 2) bludgeoning damage. When their rage ends, they suffer one level of exhaustion.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 Rage (2/day). On their turn, the legendary brigand can enter
(1d6 + 2) bludgeoning damage. a rage as a bonus action. They gain advantage on Strength
Ale Mug. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or checks and Strength saving throws, a +2 bonus to damage when
range 15/45 ft., one target. Hit: 2 (1d2 + 1) bludgeoning damage. 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
Elite Brigand creature since their last turn or taken damage since then. They
Medium Humanoid (any race), Neutral can also end their rage on their own as a bonus action.
Reckless Attack. The legendary brigand may decide to attack
Armor Class 14 (chain shirt)
recklessly, giving themselves advantage on all attack rolls. If they
Hit Points 45 (7d8 + 14)
decide to do this, any attacks made against them are also done
Speed 30 ft.
with advantage.
STR DEX CON INT WIS CHA Tavern Fighter. The legendary brigand has proficiency with
16 (+3) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 13 (+1) improvised weapons found in most taverns.
Saving Throws Strength +5, Constitution +4
Skills Athletics +4, Intimidation +3 Actions
Senses passive Perception 9 Multiattack. The legendary brigand makes two melee or ranged
Languages Any one language (usually Common) attacks. When raging, they can also make one additional melee
Challenge 1 (200 XP) attack as a bonus action (see Frenzy).
Fighting Style (Dueling). When the elite brigand is wielding a Bar Stool/Chair. Melee Weapon Attack: +5 to hit, reach 5 ft, one
melee weapon in one hand and no other weapons, they gain +2 target. Hit: 7 (1d8 + 3) bludgeoning damage.
bonus to damage rolls with that weapon (included in the attack). Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Second Wind (Recharges after a Short or Long Rest). On their Hit: 7 (1d8 + 3) bludgeoning damage (+2 when raging).
turn the elite brigand can use a bonus action to heal for 1d10 + Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
1. range 15/45 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage.
Tavern Fighter. The elite brigand has proficiency with
improvised weapons found in most taverns.
Actions
Multiattack. The elite brigand makes two melee or ranged attacks.
Bar Stool/Chair. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 8 (1d8 + 4) bludgeoning damage.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8
(1d6 + 5) bludgeoning damage.
Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 15/45 ft., one target. Hit: 2 (1d2 + 1) bludgeoning damage.

195
Beginner Brigand Boss Intermediate Brigand Boss
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 16 Armor Class 17
Hit Points 72 (9d8 + 32) Hit Points 95 (10d8 + 50)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 15 (+2) 19 (+4) 15 (+2) 20 (+5) 10 (+0) 10 (+0) 16 (+2)
Saving Throws Strength +6, Constitution +6 Saving Throws Strength +7, Constitution +8
Skills Athletics +6, Intimidation +4 Skills Athletics +7, Intimidation +5
Senses passive Perception 10 Senses passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Danger Sense. The beginner brigand boss has advantage on Danger Sense. The intermediate brigand boss has advantage
Dexterity saving throws against effects they can see, such as on Dexterity saving throws against effects they can see, such as
traps and spells. traps and spells.
Frenzy. When raging, the beginner brigand boss can make a Feral Instinct. The intermediate brigand boss has advantage on
single melee weapon attack on each of their turns as a bonus initiative rolls. In addition, if they are surprised at the beginning
action. When their rage ends, they suffer one level of exhaustion. of combat and aren’t incapacitated, they may act normally
Rage (3/day). On their turn, the beginner brigand boss can during their first turn, but only if they enter a rage before doing
enter a rage as a bonus action. They gain advantage on Strength anything else.
checks and Strength saving throws, a +2 bonus to damage when Frenzy. When raging, the intermediate brigand boss can make
making Strength based melee attacks, and resistance to slashing, a single melee weapon attack on each of their turns as a bonus
piercing, and bludgeoning damage. Rage lasts for 1 minute; it action. When their rage ends, they suffer one level of exhaustion.
ends early if their turn ends and they haven’t attacked a hostile Mindless Rage. The intermediate brigand boss can’t be charmed
creature since their last turn or taken damage since then. They or frightened while raging. If they enter a rage while charmed or
can also end their rage on their own as a bonus action. frightened, the effect is suspended for the duration of the rage.
Reckless Attack. The beginner brigand boss may decide to Rage (4/day). On their turn, the intermediate brigand boss can
attack recklessly, giving themselves advantage on all attack rolls. enter a rage as a bonus action. They gain advantage on Strength
If they decide to do this, any attacks made against them are also checks and Strength saving throws, a +2 bonus to damage when
done with advantage. making Strength based melee attacks, and resistance to slashing,
Tavern Fighter. The beginner brigand boss has proficiency with piercing, and bludgeoning damage. Rage lasts for 1 minute; it
improvised weapons found in most taverns. ends early if their turn ends and they haven’t attacked a hostile
creature since their last turn or taken damage since then. They
Actions can also end their rage on their own as a bonus action.
Multiattack. The beginner brigand boss makes two melee or Reckless Attack. The intermediate brigand boss may decide to
ranged attacks. When raging, they can also make one additional attack recklessly, giving themselves advantage on all attack rolls.
melee attack as a bonus action (see Frenzy). If they decide to do this, any attacks made against them are also
Bar Stool/Chair. Melee Weapon Attack: +6 to hit, reach 5 ft, one done with advantage.
target. Hit: 8 (1d8 + 4) bludgeoning damage. Tavern Fighter. The intermediate brigand boss has proficiency
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 11 with improvised weapons found in most taverns.
(2d6 + 4) bludgeoning damage (+2 when raging).
Actions
Ale Mug. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 15/45 ft., one target. Hit: 5 (1d2 + 4) bludgeoning damage. Multiattack. The 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).
Bar Stool/Chair. Melee Weapon Attack: +7 to hit, reach 5 ft, one
target. Hit: 8 (1d8 + 4) bludgeoning damage.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11
(2d6 + 4) bludgeoning damage (+2 when raging).
Ale Mug. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 15/45 ft., one target. Hit: 3 (1d2 + 4) bludgeoning damage.

196
Advanced Brigand Boss Actions
Medium Humanoid (Any Race), Neutral Multiattack. The advanced brigand boss makes two melee or
Armor Class 18 ranged attacks. When raging, they can also make one additional
Hit Points 133 (14d8 + 70) melee attack as a bonus action (see Frenzy).
Speed 40 ft. Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5 ft, one
target. Hit: 9 (1d8 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 16 (+2) Maul. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 15
(2d6 + 5) bludgeoning damage (+3 when raging).
Saving Throws Strength +8, Constitution +8
Ale Mug. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Skills Athletics +8, Intimidation +5
range 15/25 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage.
Senses passive Perception 10
Languages Any one language (usually Common) Intimidating Presence. The advanced brigand boss can frighten
Challenge 7 (2,900 XP) someone with their menacing presence. They choose one creature
within 30 ft. which can see or hear them. That creature must
Brutal Critical. When the advanced brigand boss scores a melee succeed on a DC 14 Wisdom saving throw or be frightened until
critical hit, they may roll two additional weapon damage die the end of the advanced brigand boss’ next turn. The advanced
when determining the extra damage. brigand boss can use their action to extend this condition. The
Danger Sense. The advanced brigand boss has advantage on creature stops being frightened if it ends its turn out of line of sight
Dexterity saving throws against effects they can see, such as or more than 60 feet away from the advanced brigand boss. If it
traps and spells. succeeds on its saving throw, the advanced brigand boss cannot
Feral Instinct. The advanced brigand boss has advantage on use this feature on that creature again for 24 hours.
initiative rolls. In addition, if they are surprised at the beginning
of combat and aren’t incapacitated, they may act normally
during their first turn, but only if they enter a rage before doing
anything else.
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 suffer one level of exhaustion.
Mindless Rage. The advanced brigand boss can’t be charmed or
frightened while raging. If they enter a rage while charmed or
frightened, the effect is suspended for the duration of the rage.
Rage (5/day). On their turn, the advanced brigand boss can
enter a rage as a bonus action. They 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. They
can also end their rage on their own as a bonus action.
Reckless Attack. The 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.
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 after the first,
the DC increases by 5. When they finish a long or short rest, the
DC resets to 10.
Tavern Fighter. The advanced brigand boss has proficiency with
improvised weapons found in most taverns.

197
Ruffians
Muggers, cut-throats and back-alley thugs, ruffians 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.
Ruffians 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) ruffians may
find themselves on the Two Blades’ books, but they seldom last
long. Some ruffians fight for the greater good and become ancillary
members of the Purse Cutters, working directly against their more
villainous counterparts.
Ruffians usually have something worth taking; if it wasn’t worth
having, they wouldn’t have taken it in the first 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 crafted from knuckle bones.
Average Ruffian
11 A silver ring with a strange insignia on its face. Medium Humanoid (Any Race), Neutral Evil
12 Roll twice for this loot drop. Armor Class 13 (leather)
Hit Points 22(4d8 + 4)
Basic Ruffian Speed 30 ft.
Medium Humanoid (Any Race), Neutral Evil
STR DEX CON INT WIS CHA
Armor Class 12 (leather)
13 (+1) 14 (+2) 12 (+1) 9 (-1) 11 (+1) 12 (+1)
Hit Points 9 (2d8)
Speed 30 ft. Saving Throws Strength +3, Dexterity +4
Skills Athletics +3, Slight of Hand +4, Stealth +4
STR DEX CON INT WIS CHA Senses passive Perception 11
12 (+1) 13 (+1) 11 (+0) 9 (-1) 10 (+0) 11 (+0) Languages Any one language (usually Common)
Saving Throws Strength +3, Dexterity +3 Challenge 1/4 (50 XP)
Skills Athletics +3, Slight of Hand +3, Stealth +3 Pack Tactics. The average ruffian has advantage on an attack roll
Senses passive Perception 10 against a creature if at least one of the ruffian’s allies is within 5
Languages Any one language (usually Common) feet of the creature and the ally isn’t incapacitated.
Challenge 1/8 (25 XP)
Pack Tactics. The basic ruffian has advantage on an attack roll Actions
against a creature if at least one of the ruffian’s allies is within 5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one creature.
feet of the creature and the ally isn’t incapacitated. Hit: 5 (1d6 + 2) slashing damage.
Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft, one creature.
Hit: 4 (1d4 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Throwing Dagger. Ranged Weapon Attack: +4 to hit, range
creature. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) if
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
used with two hands.

198
Skilled Ruffian Actions
Medium Humanoid (Any Race), Neutral Evil Two-Weapon Fighting. When the elite ruffian makes an attack
Armor Class 14 (std. leather) with their Scimitar, as a bonus action they can attack with their
Hit Points 38 (7d8 + 7) Dagger or Throwing Dagger. This attack deals 2 (1d4) damage.
Speed 30 ft. Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature.
Hit: 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 13 (+1) Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature.
Hit: 5 (1d4 + 3) piercing damage.
Saving Throws Strength +4, Dexterity +4
Throwing Dagger: Ranged Weapon Attack: +5 to hit, range
Skills Athletics +4, Slight of Hand +4, Stealth +4
20/60 ft., one creature. Hit: 4 (1d4 + 3) piercing damage.
Senses passive Perception 11
Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Legendary Ruffian
Pack Tactics. The skilled ruffian has advantage on an attack roll Medium Humanoid (any race), Neutral Evil
against a creature if at least one of the ruffian’s allies is within 5
Armor Class 15 (chain shirt)
feet of the creature and the ally isn’t incapacitated.
Hit Points 65 (10d8 + 20)
Actions Speed 30 ft.
Two-Weapon Fighting. When the skilled ruffian makes an attack STR DEX CON INT WIS CHA
with their Scimitar, as a bonus action they can attack with their 16 (+3) 17 (+3) 15 (+2) 12 (+1) 12 (+1) 15 (+2)
Dagger or Throwing Dagger. This attack deals 2 (1d4) damage. Saving Throws Strength +5, Constitution +4
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Skills Athletics +5, Intimidation +4, Perception +3
Hit: 5 (1d6 + 2) slashing damage. Senses passive Perception 13
Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Languages Any one language (usually Common)
Hit: 4 (1d4 + 2) piercing damage. Challenge 3 (700 XP)
Throwing Dagger: Ranged Weapon Attack: +5 to hit, range Action Surge (Recharges after a Short or Long Rest). On their
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. turn, the legendary ruffian can take one additional action on top
of their regular action and a possible bonus action.
Improved Critical. The legendary ruffian scores critical hits on
Elite Ruffian rolls of 19 and 20.
Medium Humanoid (Any Race), Neutral Evil Pack Tactics. The legendary ruffian has advantage on an attack
Armor Class 15 (std. leather) roll against a creature if at least one of the ruffian’s allies is within
Hit Points 52 (8d8 + 16) 5 feet of the creature and the ally isn’t incapacitated.
Speed 30 ft. Second Wind (Recharges after a Short or Long Rest). On
STR DEX CON INT WIS CHA their turn, the legendary ruffian can use a bonus action to heal
15 (+2) 16 (+3) 14 (+2) 11 (+1) 12 (+1) 14 (+2) themselves for 1d10 + 4.
Saving Throws Dexterity +5, Intelligence +3 Actions
Skills Acrobatics +5, Perception +3, Slight of Hand +5,
Two-Weapon Fighting. When the legendary ruffian makes an
Stealth +7
attack with their main-hand Scimitar, they may also attack with
Senses passive Perception 13
their off-hand Scimitar as a bonus action.
Languages Any one language (usually Common)
Challenge 2 (450 XP) Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature.
Cunning Action. On their turn, as a bonus action, the elite Hit: 6 (1d6 + 3) slashing damage.
ruffian can take a Dash, Dodge, Disengage, or Hide action.
Pack Tactics. The elite ruffian has advantage on an attack roll
against a creature if at least one of the ruffian’s allies is within 5
feet of the creature and the ally isn’t incapacitated.
Sneak Attack (1/turn). The elite ruffian can deal an extra 1d6
damage to one creature they hit with a weapon attack if they
have advantage on the attack roll. The elite ruffian 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
ruffian doesn’t have disadvantage on the attack roll.

199
Beginner Ruffian Boss Intermediate Ruffian Boss
Medium Humanoid (Any Race), Neutral Evil Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (std. leather) Armor Class 16 (std. leather)
Hit Points 52 (7d8 + 21) Hit Points 97 (13d8 + 39)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 12 (+2) 12 (+1) 16 (+3) 17 (+3) 19 (+4) 17 (+3) 13 (+2) 13 (+1) 17 (+3)
Saving Throws Strength +5, Constitution +5 Saving Throws Strength +6, Constitution +6
Skills Athletics +5, Intimidation +5, Slight of Hand +6, Stealth +6 Skills Athletics +6, Intimidation +6, Slight of Hand +7, Stealth +7
Senses passive Perception 11 Senses passive Perception 11
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On their Action Surge (Recharges after a Short or Long Rest). On
turn, the beginner ruffian boss can take one additional action on their turn, the intermediate ruffian boss can take one additional
top of their regular action and a possible bonus action. action on top of their regular action and a possible bonus action.
Improved Critical. The beginner ruffian boss scores critical hits Improved Critical. The intermediate ruffian boss scores critical
on rolls of 19 and 20. hits on rolls of 19 and 20.
Pack Tactics. The beginner ruffian boss has advantage on an Indomitable. Once per day, the intermediate ruffian boss can
attack roll against a creature if at least one of the ruffian’s allies is reroll a failed saving throw. Once they use this feature, they must
within 5 feet of the creature and the ally isn’t incapacitated. finish a short or long rest before using it again.
Second Wind (Recharges after a Short or Long Rest). On their Pack Tactics. The intermediate ruffian boss has advantage on an
turn, the beginner ruffian boss can use a bonus action to heal attack roll against a creature if at least one of the ruffian’s allies is
themselves for 1d10 + 6. within 5 feet of the creature and the ally isn’t incapacitated.
Remarkable Athlete. The intermediate ruffian boss can add half
Actions
their proficiency bonus (rounded up) to any Strength, Dexterity,
Multiattack. The beginner ruffian boss makes two melee attacks. or Constitution check that doesn’t already use their proficiency
As a bonus action, they can also make a Scimitar attack with their bonus. Additionally, the distance the intermediate ruffian boss
off-hand weapon. covers with a running long jump increases by 3 feet.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft, one creature. Second Wind (Recharges after a Short or Long Rest). On their
Hit: 7 (1d6 + 4) slashing damage. turn, the intermediate ruffian boss can use a bonus action to
heal themselves for 1d10 + 11.
Actions
Multiattack. The intermediate ruffian boss makes three melee
attacks. As a bonus action, they can also make a Scimitar attack
with their off-hand weapon.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft, one creature.
Hit: 7 (1d6 + 4) slashing damage.

200
Advanced Ruffian Boss Actions
Medium Humanoid (Any Race), Neutral Evil Multiattack. The advanced ruffian boss makes three melee attacks.
Armor Class 17 (std. leather) As a bonus action, they can also make a Scimitar attack with their
Hit Points 153 (18d8 + 72) off-hand weapon.
Speed 30 ft. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft, one creature.
Hit: 8 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 13 (+2) 14 (+2) 18 (+4)
Saving Throws Strength +7, Constitution +7
Skills Athletics +7, Intimidation +7, Slight of Hand +8, Stealth +8
Senses passive Perception 12
Languages Any one language (usually Common)
Challenge 8 (3,900 XP)
Action Surge (Recharges after a Short or Long Rest). On their
turn, the advanced ruffian boss can take one additional action
on top of their regular action and a possible bonus action.
Indomitable (1/day). The advanced ruffian boss can reroll a
failed saving throw.
Pack Tactics. The advanced ruffian boss has advantage on an
attack roll against a creature if at least one of the ruffian’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Remarkable Athlete. The advanced ruffian boss can add half
their proficiency bonus (rounded up) to any Strength, Dexterity,
or Constitution check that doesn’t already use their proficiency
bonus. Additionally, the distance the advanced ruffian boss
covers with a running long jump increases by 3 ft.
Second Wind (Recharges after a Short or Long Rest). On their
turn, the advanced ruffian boss can use a bonus action to heal
themselves for 1d10 + 16.
Superior Critical. The advanced ruffian boss scores critical hits
on rolls of 18 – 20.

201
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 find’, but it is a rare conman
who can serve to gain from that scholarly—not to mention
tight-fisted—organization. A swindler’s people skills can take them
far in a career with The Sisters of Sin, or help them out of a tough
spot with the authorities if they find themselves working for
The Silent Road.
Swindlers are, as a rule, rather solitary types, and often have no
fixed 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.
Basic Swindler
14-16 A deck of 52 fortune telling cards. Medium Humanoid (Any Race), Neutral
17-19 A pouch containing 1d10 pieces of gold and silver Armor Class 10
jewelry (many of the pieces could be fake or stolen). Hit Points 9 (2d8)
20 Roll twice for this loot drop. Speed 30 ft.

The Art of the Con STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 14 (+2) 13 (+1) 14 (+2)
Swindlers are known for having subtle cons that they run on
unsuspecting folk. Their cons include, but are not limited to, the Saving Throws Intelligence +4, Charisma +4
ones listed below: Skills Deception +4, Insight +3, Perception +3, Persuasion +4,
Slight of Hand +3
d10 Preferred Scam or Con Senses passive Perception 13
1 Running rigged card or dice games. Languages Any one language (usually Common)
2 Telling fortunes at a bargain price—none of which are Challenge 1/2 (100 XP)
true, but all are certainly convincing. Overwhelming Charm. The basic swindler has advantage on all
3 Passing off counterfeit coinage as the real thing (gold Charisma ability checks.
plated steel coins are common).
Roleplaying Cues
4 Feigning need or danger, then picking the pockets of those
who come to their aid. The basic swindler can run a variety of cons (see con table) and
they usually run them alone.
5 Selling fake or stolen items to unsuspecting buyers.
If rumbled, the basic swindler will either try to talk their way out
6 Forging documents of debt and posing as a representative of the situation using their Charisma, or will simply flee. The basic
to collect. swindler will not engage in combat.
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 benefits of
such a role.
9 Seducing an unsuspecting victim and robbing them at the
first opportunity, or leaching off of them long term.
10 A complex con (p.204)

202
Average Swindler Elite Swindler
Medium Humanoid (Any Race), Neutral Medium Humanoid (Human), Neutral
Armor Class 10 Armor Class 10
Hit Points 13 (3d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (+0) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 10 (+0) 17 (+3) 16 (+3) 18 (+4)
Saving Throws Intelligence +4, Charisma +4 Saving Throws Intelligence +5, Charisma +6
Skills Deception +4, Insight +4, Perception +4, Persuasion +4, Skills Deception +6, Insight +5, Perception +5, Persuasion +6,
Slight of Hand +3 Slight of Hand +4
Senses passive Perception 14 Senses passive Perception 15
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1 (200 XP) Challenge 3 (700 XP)
Overwhelming Charm. The average swindler has advantage on Overwhelming Charm. The elite swindler has advantage on all
all Charisma ability checks. Charisma ability checks.
Spellcasting. The elite swindler’s spellcasting ability is Charisma
Roleplaying Cues
(Spell Save DC 14, +6 to hit with spell attacks). They may cast
The average swindler can run a variety of cons (see con table) and the following spells:
they sometimes work with an accomplice. Cantrips: minor illusion, prestidigitation, vicious mockery
If rumbled, the average swindler will either try to talk their way 1st level (4 slots): charm person, comprehend languages, cure
out of the situation using their Charisma, or will simply flee. The wounds, disguise self
average swindler will not engage in combat.
2nd level (3 slots): enthrall, phantasmal force, suggestion
Skilled Swindler Roleplaying Cues
Medium Humanoid (Any Race), Neutral
The elite swindler can run a variety of cons (see con table) and
Armor Class 10 they usually run them with a couple other swindlers, but the elite
Hit Points 18 (4d8) swindler is the orchestrator.
Speed 30 ft. If rumbled, the elite swindler will either try to talk their way out
STR DEX CON INT WIS CHA of the situation using their Charisma, or will simply flee. The elite
10 (+0) 14 (+2) 10 (+0) 16 (+3) 15 (+2) 16 (+3) swindler will not engage in combat.
Saving Throws Intelligence +5, Charisma +5
Skills Deception +5, Insight +5, Perception +4, Persuasion +5,
Slight of Hand +4
Senses passive Perception 15
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Overwhelming Charm. The skilled swindler has advantage on
all Charisma ability checks.
Roleplaying Cues
The 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 flee. The
skilled swindler will not engage in combat.

203
Legendary Swindler Complex Cons
Medium Humanoid (Any Race), Neutral Sometimes a con requires a bit more planning, a bit more daring,
and a few extra partners, but the payoffs can be vastly better than
Armor Class 10
those made from your average street corner game of chance.
Hit Points 27 (6d8)
Speed 30 ft. Glimdropper
STR DEX CON INT WIS CHA Swindler #1 walks into a shop, tavern, or inn, and declares to the
10 (+0) 16 (+3) 10 (+0) 18 (+4) 17 (+3) 20 (+5) proprietor (and anyone within earshot, including the Mark(s)) that
they have lost a valuable item (a ring, family heirloom, glass eye,
Saving Throws Intelligence +7, Charisma +8
etc.) and that they are willing to pay a handsome reward to anyone
Skills Deception +8, Insight +6, Perception +6, Persuasion +8,
who recovers it.
Slight of Hand +6
Senses passive Perception 16 Some time after Swindler #1 leaves, Swindler #2 enters the
Languages Any one language (usually Common) establishment. Within minutes, they ‘find’ the item in question and
Challenge 4 (1,100 XP) remark upon it casually, placing it into their pocket and declaring
that perhaps today is their lucky day.
Overwhelming Charm. The legendary swindler has advantage
The Mark(s) observe this happening and are compelled to
on all Charisma ability checks.
approach Swindler #2 and offer a decent sum of money in
Spellcasting. The legendary swindler’s spellcasting ability is exchange for the item (less than the offered reward, of course).
Charisma (Spell Save DC 6, +8 to hit with spell attacks). They Swindler #2 agrees (or perhaps haggles them up) and a deal is
may cast the following spells: struck. The Mark(s) then seek out Swindler #1 but come up short.
Cantrips: minor illusion, prestidigitation, vicious mockery Meanwhile, Swindlers #1 and #2 have split the proceeds and
1st level (4 slots): charm person, comprehend languages, cure moved on to find another place in which to run their con, stopping
wounds, disguise self only to pick up another small trinket along the way.
2nd level (3 slots): enthrall, phantasmal force, suggestion
Bidding War
Roleplaying Cues Swindler #1 poses as a trader selling goods from a foreign land
The legendary swindler can run a variety of cons (see con table) with an exotic name. The Far East, The Underlands, South Gladden
and they usually run them with a few other swindlers, but the and other such names are good for setting the imaginations of the
legendary swindler is the mastermind. less educated alight.
If rumbled, the legendary swindler will either try to talk their way Of course, all of the goods are cheap and poorly made, but the
out of the situation using their Charisma, or will simply flee. The average person wouldn’t know the difference.
legendary swindler will not engage in combat. Swindler #2 approaches the Swindler #1 and offers a price for
an item, and suddenly Swindler #3 steps up and offers 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 afford 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. They are dressed well and appear to be of high status.
They declare that today they will be auctioning off several local
pieces of land, houses, and buildings. They hold up several deeds
and have several more sticking out of a bag on their shoulder. They
claim that there will be no bidding; instead, the properties will be
sold at 1/10th their value on a first-come-first-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 offer to own property for such a low
price, and more money is exchanged for the deeds until they are all
gone.

204
Those who bought one of the deeds quickly seek out their newly- Fiddle Game
acquired property, only to find them occupied, or the address Swindler #1 enters an expensive tavern and orders a round of drinks
non-existent. In the mean time, Swindler #1 and #2 have had time or a meal. When it comes to payment, Swindler #1 claims to have
to get their massive take out of sight and disguise themselves yet left their coin purse at home, which is nearby, but is willing to hand
again as they acquire the items they need to forge more deeds and over a valuable item (traditionally a fiddle, but many items could be
plan the next con. used instead) to be used as collateral until they can return.
Fire Sale While Swindler #1 is out, Swindler #2 enters and approaches
The Swindler stands at the entrance to a large shop. They call out the innkeeper, claiming to be a collector and expert in the field
to passers by that the owner of the business is retiring and selling of the item in question (a collector of rare musical instruments
all of their wares at incredible bargains. When the Mark(s) go to in the case of the fiddle). This item, Swindler #2 claims, is
enter, The Swindler declares that the owner has asked that patrons an exceptionally rare example, and they are willing to pay a
pay a small cover charge (1d4 coins) to enter and take advantage ludicrous sum to add it to their collection. However, they have an
of the discounted merchandise. It’s a hard offer to resist, especially appointment to keep and don’t have time to work out the details
when Swindler #1 claims that the cover charge is going toward the now, so they leave details of their (fictitious) lodgings with the
owner’s retirement fund. innkeeper and leave.
Once the Mark(s) make it inside, a little lighter in the coin purse, When Swindler #1 returns the innkeeper, sensing an opportunity,
they see that the shop is full of people all clamoring and shouting. offers to buy the item from them. Swindler #1 reluctantly accepts
After a few minutes the owner of the shop stands up and declares after some haggling, and leaves with a full coin purse.
“There is no discount and I am not retiring! Stop asking!” The two Swindlers split their coin (less the price of a cheap fiddle)
When the Mark(s) go back outside to face the Swindler, they are and move on to the next target.
long gone with just enough money for a hot meal and a room for
the night.
The Hobgoblin Hostage
The 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 suffer an
unrecoverable blow to his reputation or finances if his situation
were widely known. The Swindler says that they have chosen to
ask the Mark for help as they seem honest, trustworthy and able to
keep this embarrassing affair a secret.
The 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 off 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-off point or, in the case
of particularly ruthless swindlers, a package containing a finger or
ear might be produced to shock the Mark into action.
This 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.

205
Thieves
Thieves cover the gamut of pickpockets, burglars, and larcenists.
These are folk who make a living off what they can take from
others, with or without the threat of force.
The 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. Average Thief
Medium Humanoid (Any Race), Neutral
Basic Thief Armor Class 14 (leather)
Medium Humanoid (Any Race), Neutral Hit Points 13 (3d8)
Armor Class 13 Speed 30 ft.
Hit Points 9 (2d8) STR DEX CON INT WIS CHA
Speed 30 ft. 10 (+0) 17 (+3) 10 (+0) 15 (+2) 11 (+0) 13 (+1)
STR DEX CON INT WIS CHA Saving Throws Dexterity +5, Intelligence +4
10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) Skills Acrobatics +5, Perception +2, Slight of Hand +5,
Saving Throws Dexterity +5, Intelligence +4 Stealth +5
Skills Acrobatics +5, Perception +2, Slight of Hand +5, Senses passive Perception 12
Stealth +5 Languages Any one language (usually Common), and
Senses passive Perception 12 Thieves’ Cant
Languages Any one language (usually Common), and Challenge 1/2 (100 XP)
Thieves’ Cant Cunning Action. On their turn, as a bonus action, the average
Challenge 1/4 (50 XP) thief can take a Dash, Dodge, Disengage, or Hide action.
Cunning Action. On their turn, as a bonus action, the basic Sneak Attack (1/turn). The average thief can deal an extra 1d6
thief can take a Dash, Dodge, Disengage, or Hide action. damage to one creature they hit with a weapon attack if they
have advantage on the attack roll. They don’t need advantage on
Actions the attack roll if another enemy of the target is within 5 feet of it,
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. that enemy isn’t incapacitated, and they don’t have disadvantage
Hit: 5 (1d4 + 3) piercing damage. on the attack roll.
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range
Actions
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature.
Hit: 5 (1d4 + 3) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

206
Skilled Thief Actions
Medium Humanoid (Any Race), Neutral Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature.
Armor Class 15 (leather) Hit: 6 (1d4 + 4) piercing damage.
Hit Points 22 (5d8) Throwing Dagger. Ranged Weapon Attack: +6 to hit, range
Speed 30 ft. 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 12 (+1) 14 (+2)
Legendary Thief
Saving Throws Dexterity +6, Intelligence +5 Medium Humanoid (Any Race), Neutral
Skills Acrobatics +6, Perception +3, Slight of Hand +6,
Stealth +6 Armor Class 17 (std. leather)
Senses passive Perception 13 Hit Points 40 (9d8)
Languages Any one language (usually Common), and Speed 30 ft.
Thieves’ Cant STR DEX CON INT WIS CHA
Challenge 1 (200 XP) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 14 (+2) 16 (+3)
Cunning Action. On their turn, as a bonus action, the skilled Saving Throws Dexterity +7, Intelligence +6
thief can take a Dash, Dodge, Disengage, or Hide action. Skills Acrobatics +7, Perception +4, Slight of Hand +7,
Sneak Attack (1/turn). The skilled thief can deal an extra 2d6 Stealth +7
damage to one creature they hit with a weapon attack if they Senses passive Perception 14
have advantage on the attack roll. They don’t need advantage on Languages Any one language (usually Common), and
the attack roll if another enemy of the target is within 5 feet of it, Thieves’ Cant
that enemy isn’t incapacitated, and they don’t have disadvantage Challenge 3 (700 XP)
on the attack roll. Cunning Action. On their turn, as a bonus action, the legendary
Actions thief can take a Dash, Dodge, Disengage, or Hide action.
Sneak Attack (1/turn). The legendary thief can deal an extra
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft, one creature. 4d6 damage to one creature they hit with a weapon attack if they
Hit: 6 (1d4 + 4) piercing damage. have advantage on the attack roll. They don’t need advantage on
Throwing Dagger. Ranged Weapon Attack: +7 to hit, range the attack roll if another enemy of the target is within 5 feet of it,
20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. that enemy isn’t incapacitated, and they don’t have disadvantage
on the attack roll.

Elite Thief Actions


Medium Humanoid (Any Race), Neutral Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft, one creature.
Armor Class 16 (std. leather) Hit: 7 (1d4 + 5) piercing damage.
Hit Points 31 (7d8) Throwing Dagger. Ranged Weapon Attack: +7 to hit, range
Speed 30 ft. 20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 19 (+4) 10 (+0) 17 (+3) 13 (+1) 15 (+2)
Uncanny Dodge. When the legendary thief is hit with an attack
Saving Throws Dexterity +6, Intelligence +5 from an attacker that they can see, they can halve the attack’s
Skills Acrobatics +6, Perception +3, Slight of Hand +6, damage.
Stealth +6
Senses passive Perception 13
Languages Any one language (usually Common), and
Thieves’ 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 (1/turn). The elite thief can deal an extra 3d6
damage to one creature they hit with a weapon attack if they
have advantage on the attack roll. They 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.

207
Beginner Thief Boss Intermediate Thief Boss
Medium Humanoid (Human), Neutral Medium Humanoid (Human), Neutral
Armor Class 14 (leather) Armor Class 15 (leather)
Hit Points 27 (6d8) Hit Points 54 (12d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+1) 12 (+1) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 12 (+1)
Saving Throws Dexterity +5, Intelligence +3 Saving Throws Dexterity +6, Intelligence +5
Skills Acrobatics +5, Perception +3, Slight of Hand +7, Skills Acrobatics +6, Perception +4, Slight of Hand +8,
Stealth +7 Stealth +8
Senses passive Perception 13 Senses passive Perception 14
Languages Any one language (usually Common), and Languages Any one language (usually Common), and
Thieves’ Cant Thieves’ Cant
Challenge 1 (200 XP) Challenge 3 (700 XP)
Cunning Action. On their turn, as a bonus action, the beginner Cunning Action. On their turn, as a bonus action, the
thief boss can take a Dash, Dodge, Disengage, Hide, Sleight of intermediate thief boss can take a Dash, Dodge, Disengage,
Hand, Use an Object or use their thieves’ tools to disarm a trap Hide, Sleight of Hand, Use an Object or use their thieves’ tools
or open a lock. to disarm a trap or open a lock.
Second-Story Work. The beginner thief boss can climb without Second-Story Work. The intermediate thief boss can climb
expending extra movement. In addition, when they make a without expending extra movement. In addition, when they
running jump, the distance they cover increases by 3 feet. make a running jump, the distance they cover increases by
Sneak Attack (1/turn). The beginner thief boss can deal an extra 3 feet.
3d6 damage to one creature they hit with an attack if they have Sneak Attack (1/turn). The intermediate thief boss can deal
advantage on the attack roll. The attack must use a finesse or an extra 5d6 damage to one creature they hit with an attack if
ranged weapon. The beginner thief boss doesn’t need advantage they have advantage on the attack roll. The attack must use a
on the attack roll if another enemy of the target is within 5 feet finesse or ranged weapon. The intermediate thief boss doesn’t
of it, that enemy isn’t incapacitated, and the basic thief boss need advantage on the attack roll if another enemy of the target
doesn’t have disadvantage on the attack roll. is within 5 feet of it, that enemy isn’t incapacitated, and the
intermediate thief boss doesn’t have disadvantage on the attack
Actions roll.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Supreme Sneak. The intermediate thief boss has advantage on
Hit: 5 (1d4 + 3) piercing damage. Stealth checks if they move no more than half their speed on the
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range same turn.
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Actions
Reactions Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature.
Uncanny Dodge. When the beginner thief boss is hit with an Hit: 6 (1d4 + 4) piercing damage.
attack from an attacker that they can see, they can halve the attack’s Throwing Dagger. Ranged Weapon Attack: +6 to hit, range
damage. 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Reactions
Uncanny Dodge. When the intermediate thief boss is hit with an
attack from an attacker that they can see, they can halve the attack’s
damage.

208
Advanced Thief Boss
Medium Humanoid (Human), Neutral
Armor Class 16 (leather)
Hit Points 76 (17d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 18 (+4) 16 (+3) 14 (+2)
Saving Throws Dexterity +8, Intelligence +7
Skills Acrobatics +8, Perception +6, Slight of Hand +11,
Stealth +11
Senses passive Perception 16
Languages Any one language (usually Common), and
Thieves’ 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, Hide, Sleight of
Hand, Use an Object or use their thieves’ tools to disarm a trap
or open a lock.
Second-Story Work. The 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.
Sneak Attack (1/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. The attack must use
a finesse or ranged weapon. The 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.
Supreme Sneak. The 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: +8 to hit, reach 5 ft, one creature.
Hit: 7 (1d4 + 5) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +8 to hit, range
20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Reactions
Uncanny Dodge. When the advanced thief boss is hit with an
attack from an attacker that they can see, they can halve the attack’s
damage.

209
Bandits Basic Bandit
Bandits are organized and powerful enough to form their own Medium Humanoid (Any Race), Neutral
roving bands, and often secure enough to leave the protection of Armor Class 13 (hide)
the city for easier and richer pickings on the roads. Hit Points 19 (3d8 + 6)
Groups of bandits will generally go on to form their own gang, Speed 30 ft.
but a few can be found in the upper ranks of established guilds. STR DEX CON INT WIS CHA
The Jackdaws and Black Mast both have bandits amongst their 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
lieutenants, and the Two Blades have a few members with a less
subtle, more... direct approach. Saving Throws Strength +5, Constitution +4
Skills Athletics +5, Intimidation +2
Depending on the area they menace, a bandit could have any
Senses passive Perception 9
number of items stashed away.
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
d20 Item(s)
1-4 A coin purse with 4d4 cp. Ambush. The basic bandit has advantage on attack rolls against
any creature that hasn’t yet taken a turn in combat.
5-7 A coin purse with 4d6 cp, and 4d4 sp.
8-9 A coin purse with 4d8 cp, 4d6 sp, and 4d4 ep. Actions
10 A coin purse with 4d10 cp, 4d8 sp, 4d6 ep, and 4d4 gp. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one
11-12 1d4 random trinkets (DM’s choice). creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used
with two hands.
13-14 A few crudely drawn maps of the local area. An X marks
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
the location of an item stash of stolen goods.
100/400 ft., one creature. Hit: 6 (1d10 + 1) piercing damage.
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.

210
Average Bandit Elite Bandit
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (chain shirt) Armor Class 15 (chain shirt)
Hit Points 32 (5d8 + 10) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 12 (+1) 19 (+4) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +5, Constitution +4 Saving Throws Strength +6, Constitution +5
Skills Athletics +5, Intimidation +3 Skills Athletics +6, Intimidation +4
Senses passive Perception 9 Senses passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Ambush. The average bandit has advantage on attack rolls Ambush. The elite bandit has advantage on attack rolls against
against any creature that hasn’t yet taken a turn in combat. any creature that hasn’t yet taken a turn in combat.
Menacing. As a bonus action, the elite bandit can force a target
Actions
it can see within 60 feet to make a DC 14 Wisdom saving throw.
Multiattack. The average bandit makes two melee or ranged On a failed save, the target has disadvantage on their next attack.
attacks.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one
creature. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used Multiattack. The elite bandit makes three melee or ranged attacks.
with two hands. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range creature. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used
100/400 ft., one creature. Hit: 6 (1d10 + 1) piercing damage. with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.
Skilled Bandit
Medium Humanoid (Any Race), Neutral
Armor Class 15 (chain shirt) Legendary Bandit
Hit Points 45 (6d8 + 18) Medium Humanoid (Any Race), Neutral
Speed 30 ft. Armor Class 16 (scale)
STR DEX CON INT WIS CHA Hit Points 85 (10d8 + 40)
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1) Speed 30 ft.
Saving Throws Strength +6, Constitution +5 STR DEX CON INT WIS CHA
Skills Athletics +6, Intimidation +3 20 (+5) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 14 (+2)
Senses passive Perception 10 Saving Throws Strength +8, Constitution +7
Languages Any one language (usually Common) Skills Athletics +8, Intimidation +5
Challenge 2 (450 XP) Senses passive Perception 10
Languages Any one language (usually Common)
Ambush. The skilled bandit has advantage on attack rolls against
Challenge 5 (1,800 XP)
any creature that hasn’t yet taken a turn in combat.
Ambush. The legendary bandit has advantage on attack rolls
Actions
against any creature that hasn’t yet taken a turn in combat.
Multiattack. The skilled bandit makes two melee or ranged attacks. Menacing. As a bonus action, the elite bandit can force a target
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one it can see within 60 feet to make a DC 15 Wisdom saving throw.
creature. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used On a failed save, the target has disadvantage on their next attack.
with two hands.
Actions
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one creature. Hit: 7 (1d10 + 2) piercing damage. Multiattack. The legendary bandit makes three melee or ranged
attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft, one
creature. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used
with two hands.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400
ft., one creature. Hit: 8 (1d10 + 3) piercing damage.

211
Beginner Bandit Boss Intermediate Bandit Boss
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 15 (chain shirt) Armor Class 16 (scale)
Hit Points 97 (13d8 + 39) Hit Points 135 (18d8 + 54)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1) 19 (+4) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +6, Constitution +5 Saving Throws Strength +7, Constitution +6
Skills Athletics +6, Intimidation +3 Skills Athletics +7, Intimidation +5
Senses passive Perception 10 Senses passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Action Surge (Recharges after a Short or Long Rest). On their Action Surge (Recharges after a Short or Long Rest). On their
turn, the beginner bandit boss can take an additional action on turn, the intermediate bandit boss can take an additional action
top of their normal action and possible bonus action. on top of their normal action and possible bonus action.
Ambush. The beginner bandit boss has advantage on attack rolls Ambush. The intermediate bandit boss has advantage on attack
against any creature that hasn’t yet taken a turn in combat. rolls against any creature that hasn’t yet taken a turn in combat.
Commander. The beginner bandit boss can use a bonus action Commander. The intermediate bandit boss can use a bonus
to shout commands. All allies within 120 feet gain 1d4 to their action to shout commands. All allies within 120 feet gain 1d6 to
next attack roll. their next attack roll.
Fighting Style (Dueling). When using a melee weapon in one Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, the beginner bandit boss deals +2 hand and no other weapons, the intermediate bandit boss deals
damage with it (included in the attack). +2 damage with it (included in the attack).
Menacing. As a bonus action, the beginner bandit boss can Menacing. As a bonus action, the intermediate bandit boss can
force a target it can see within 60 feet to make a DC 14 Wisdom 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 saving throw. On a failed save, the target has disadvantage on
their next attack. their next attack.
Second Wind (Recharges after a Short or Long Rest). On their Second Wind (Recharges after a Short or Long Rest). On their
turn, the beginner bandit boss can use a bonus action to regain turn, the intermediate bandit boss can use a bonus action to
1d10 + 10 hit points. regain 1d10 + 15 hit points.
Actions Actions
Multiattack. The beginner bandit boss makes two melee or Multiattack. The intermediate bandit boss makes three melee or
ranged attacks. ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one
creature. Hit: 10 (1d8 + 6) slashing damage, or 9 (1d10 + 4) if used creature. Hit: 10 (1d8 + 6) slashing damage, or 9 (1d10 + 4) if used
with two hands. with two hands.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range
100/400 ft., one creature. Hit: 7 (1d10 + 2) piercing damage. 100/400 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

212
Advanced Bandit Boss
Medium Humanoid (Any Race), Neutral
Armor Class 16 (breastplate)
Hit Points 187 (22d8 + 88)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +8, Constitution +7
Skills Athletics +8, Intimidation +6
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 9 (5,000 XP)
Action Surge (Recharges after a Short or Long Rest). On their
turn, the advanced bandit boss can take an additional action on
top of their normal action and possible bonus action.
Ambush. The advanced bandit boss has advantage on attack
rolls against any creature that hasn’t yet taken a turn in combat.
Commander. The advanced bandit boss can use a bonus action
to shout commands. All allies within 120 feet gain 1d8 to their
next attack roll.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, the advanced bandit boss deals +2
damage with it (included in the attack).
Menacing. As a bonus action, the advanced bandit boss can
force a target it can see within 60 feet to make a DC 16 Wisdom
saving throw. On a failed save, the target has disadvantage on
their next attack.
Second Wind (Recharges after a Short or Long Rest). On their
turn, the advanced bandit boss can use a bonus action to regain
1d10 + 20 hit points.
Actions
Multiattack. The advanced bandit boss makes four melee or
ranged attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one
creature. Hit: 11 (1d8 + 7) slashing damage, or 10 (1d10 + 5) if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400
ft., one creature. Hit: 8 (1d10 + 3) piercing damage.

213
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.
The Two Blades guild commands a high number of assassins
who hone their skills with every job taken, and The Purple Rose
allow none but assassins into their ranks. Freelancers can find
employment from any of the criminal organization who have
rivals, and may even find 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 finely crafted dagger with beautiful inlay and sheath.
17-19 A tight-fitting leather harness that can be worn under
clothing to hide weapons.
20 Roll twice for this loot drop.

The Method Basic Assassin


Assassins have many different methods for dispatching the target. Medium Humanoid (Any Race), Neutral
Some of these methods are subtle, others are more direct. Armor Class 14 (leather)
d6 Preferred Method Hit Points 9 (2d8)
Speed 30 ft.
1 A perfectly aimed poisoned arrow, shot from afar.
STR DEX CON INT WIS CHA
2 A poisoned blade up close and personal on the street. 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 14 (+2)
3 Covert infiltration by night through a high window, Saving Throws Dexterity +5, Intelligence +3
then a silent kill with a well aimed piercing or slashing Skills Acrobatics+5, Deception +4, Perception +3, Persuasion +4,
weapon. Slight of Hand +5, Stealth +5
4 Gaining entry by bribing a guard or doorman, then Senses passive Perception 12
posing as staff and poisoning the target’s food or drink. Languages Any one language (usually Common)
5 Creating an elaborate backstory and infiltrating an Challenge 1/2 (100 XP)
organization over the course of several weeks or months, Escape Artist. The basic assassin leaves no trace. Anyone
then dispatching their target covertly by blade or poison. attempting to track them has disadvantage.
6 Trapping the target in an enclosed space and dispatching
them with fire, smoke, inhaled poison or the like.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.

214
Average Assassin Elite Assassin
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (leather) Armor Class 16 (studded leather)
Hit Points 13 (3d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 19 (+4) 10 (+0) 18 (+4) 15 (+2) 17 (+3)
Saving Throws Dexterity +5, Intelligence +4 Saving Throws Dexterity +6, Intelligence +6
Skills Acrobatics+5, Deception +4, Perception +3, Persuasion +4, Skills Acrobatics+6, Deception +5, Perception +4, Persuasion +5,
Slight of Hand +5, Stealth +5 Slight of Hand +6, Stealth +6
Senses passive Perception 13 Senses passive Perception 14
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1 (200 XP) Challenge 3 (700 XP)
Escape Artist. The average assassin leaves no trace. Anyone Escape Artist. The elite assassin leaves no trace. Anyone
attempting to track them has disadvantage. attempting to track them has disadvantage.
Poison Dip. The average assassin can use a bonus action to add Poison Dip. The average assassin can use a bonus action to add
poison to their weapon. The next time a poisoned weapon hits, poison to their weapon. The next time a poisoned weapon hits,
the target must make a DC 15 Constitution saving throw or the target must make a DC 14 Constitution saving throw or
become poisoned. The target can repeat the saving throw at the become poisoned. The target is paralyzed while poisoned in this
end of each of its turns, ending the effect on a success. way. The target can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Actions
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
creature. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.

Skilled Assassin Legendary Assassin


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 15 (leather) Armor Class 17 (studded leather)
Hit Points 18 (4d8) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 16 (+3) 18 (+4)
Saving Throws Dexterity +6, Intelligence +5 Saving Throws Dexterity +10, Intelligence +10
Skills Acrobatics+6, Deception +5, Perception +4, Persuasion +5, Skills Acrobatics+7, Deception +6, Perception +5, Persuasion +6,
Slight of Hand +6, Stealth +6 Slight of Hand +7, Stealth +7
Senses passive Perception 14 Senses passive Perception 18
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 2 (450 XP) Challenge 4 (1,100 XP)
Escape Artist. The skilled assassin leaves no trace. Anyone Escape Artist. The legendary assassin leaves no trace. Anyone
attempting to track them has disadvantage. attempting to track them has disadvantage.
Poison Dip. The average assassin can use a bonus action to add Poison Dip. The average assassin can use a bonus action to
poison to their weapon. The next time a poisoned weapon hits, add poison to their weapon. The next time a poisoned weapon
the target must make a DC 14 Constitution saving throw or hits, the target must make a DC 15 Constitution saving throw
become poisoned. The target is incapacitated while poisoned or become poisoned. The target is unconscious while poisoned
in this way. The target can repeat the saving throw at the end of in this way. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success. each of its turns, ending the effect on a success.

Actions Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. range 20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage. creature. Hit: 8 (1d6 + 5) piercing damage.

215
Beginner Assassin Boss Intermediate Assassin Boss
Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (leather) Armor Class 15 (leather)
Hit Points 36 (8d8) Hit Points 54 (12d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 10 (+0) 18 (+4) 16 (+3) 18 (+4)
Saving Throws Dexterity +5, Intelligence +5 Saving Throws Dexterity +7, Intelligence +7
Skills Acrobatics+5, Deception +7, Insight +4, Perception +4, Skills Acrobatics+7, Deception +10, Insight +9, Perception +6,
Persuasion +5, Slight of Hand +5, Stealth +5 Persuasion +7, Slight of Hand +7, Stealth +7
Senses passive Perception 14 Senses passive Perception 16
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Assassinate. The beginner assassin boss has advantage on attack Assassinate. The intermediate assassin boss has advantage
rolls against any creature that hasn’t taken a turn in combat yet. on attack rolls against any creature that hasn’t taken a turn in
Additionally, if they hit a surprised creature, it is counted as a combat yet. Additionally, if they hit a surprised creature, it is
critical hit. counted as a critical hit.
Cunning Action. On their turn, as a bonus action, the beginner Cunning Action. On their turn, as a bonus action, the
assassin boss can take a Dash, Dodge, Disengage, or Hide action. intermediate assassin boss can take a Dash, Dodge, Disengage,
Escape Artist. The beginner assassin boss leaves no trace. or Hide action.
Anyone attempting to track them has disadvantage. Escape Artist. The intermediate assassin boss leaves no trace.
Evasion. When the beginner assassin boss is subjected to an Anyone attempting to track them has disadvantage.
effect that allows them to make a Dexterity saving throw to only Evasion. When the intermediate assassin boss is subjected to an
take half damage, they take no damage on a successful saving effect that allows them to make a Dexterity saving throw to only
throw and half damage on a failed one. take half damage, they take no damage on a successful saving
Poison Dip. The average assassin can use a bonus action to add throw and half damage on a failed one.
poison to their weapon. The next time a poisoned weapon hits, Infiltration Expertise. The intermediate assassin can spend
the target must make a DC 15 Constitution saving throw or seven days and 25 gp to create a false identity for themselves
become poisoned. The target is incapacitated while poisoned with established history and connections. They can’t establish
in this way. The target can repeat the saving throw at the end of an identity that belongs to someone else. When disguised this
each of its turns, ending the effect on a success. way, people will believe them to be the new identity unless given
Sneak attack (1/turn). The beginner assassin boss can deal reason not to.
an extra 4d6 damage to one creature they hit with a weapon Poison Dip. The average assassin can use a bonus action to add
attack if they have advantage on the attack roll. They don’t need poison to their weapon. The next time a poisoned weapon hits,
advantage on the attack roll if another enemy of the target is the target must make a DC 16 Constitution saving throw or
within 5 feet of it, that enemy isn’t incapacitated, and they don’t become poisoned. The target is paralyzed while poisoned in this
have disadvantage on the attack roll. way. The target can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Actions
Sneak attack (1/turn). The intermediate assassin boss can deal
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or an extra 6d6 damage to one creature they hit with a weapon
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. attack if they have advantage on the attack roll. They don’t need
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one advantage on the attack roll if another enemy of the target is
creature. Hit: 6 (1d6 + 3) piercing damage. within 5 feet of it, that enemy isn’t incapacitated, and they don’t
have disadvantage on the attack roll.
Reactions
Actions
Uncanny Dodge. When the beginner assassin boss is hit with an
attack from an attacker that they can see, they can halve the attack’s Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
damage. range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Uncanny Dodge. When the intermediate assassin boss is hit with
an attack from an attacker that they can see, they can halve the
attack’s damage.

216
Advanced Assassin Boss Actions
Medium Humanoid (Any Race), Neutral Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Armor Class 16 (leather) range 20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Hit Points 72 (16d8) Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
Speed 30 ft. creature. Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
10 (+0) 20 (+5) 10 (+0) 20 (+5) 18 (+4) 20 (+5)
Uncanny Dodge. When the advanced assassin boss is hit with an
Saving Throws Dexterity +8, Intelligence +8 attack from an attacker that they can see, they can halve the attack’s
Skills Acrobatics+8, Deception +11, Insight +10, Perception +7, damage.
Persuasion +8, Slight of Hand +8, Stealth +8
Senses passive Perception 17
Languages Any one language (usually Common)
Challenge 8 (3,900 XP)
Assassinate. The 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.
Cunning Action. On their turn, as a bonus action, the advanced
assassin boss can take a Dash, Dodge, Disengage, or Hide action.
Escape Artist. The advanced assassin boss leaves no trace.
Anyone attempting to track them has disadvantage.
Evasion. When the advanced assassin boss is subjected to an
effect 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.
Infiltration Expertise. The advanced assassin can spend seven
days and 25 gp to create a false identity for themselves with
established history and connections. They 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.
Poison Dip. The average assassin can use a bonus action to
add poison to their weapon. The next time a poisoned weapon
hits, the target must make a DC 17 Constitution saving throw
or become poisoned. The target is unconscious while poisoned
in this way. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
Sneak attack (1/turn). The advanced assassin boss can deal
an extra 8d6 damage to one creature they hit with a weapon
attack if they have advantage on the attack roll. They 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.

217
Unique Items touch. There is no limit to the amount of bonus damage that the
blade can gain, however all bonus damage is nullified 60 seconds
Each of these items can be found on one of the NPCs within this after the last successful attack.
book, and can be used or distributed at the GM’s discretion. Legends say that Vazim Tell’ani was a vicious warlord from the
Black Beast’s Gaze Far East. He ruled a nomadic people centuries ago who made war
with many kingdoms. On his 50th birthday he was betrayed by
Wondrous item, rare
his lover, drugged, and sold to a brutal and unforgiving king who
The eye of a massive burrowing insect monstrosity. It is kept in a had him burned alive on the top of a high dune for all to see. Many
leather pouch and fits in the palm of a hand. It appears to most days passed as word reached his sons of his death. They rode many
people as a large, black, translucent opal with flecks of amber deep days and many nights to the high dune and, once there, gathered
within it. what they could of their father’s ashes. They swore revenge on
When the eye is taken out of its leather pouch, any creature within all kingdoms in the realm and took the ashes, gathering them
30 feet that looks at it, including the eye’s holder, must make a DC in a copper urn. Vabrum, Vasim’s eldest son, commissioned the
15 Wisdom saving throw. On a failed save, the viewer rolls a d6 to smithing of a new sword which he would use to remove the head
determine their new condition or action on their next turn. The of every king who had conspired against his father. He instructed
affected creature can repeat this saving throw at the end of each the smith to mix his father’s ashes into the coal he would use to
of their turns , ending the effect upon themselves with a success. smelt the ore, thereby imbuing the blade with the very soul of
Once they have succeeded, they can’t be affected by the eye until Vasim himself. The blade remained an heirloom of the Tell’ani
they look at it again. brothers and their decedents until well after it had fulfilled
d6 Condition / Action Vabrum’s curse on the kings. After that, the blade mysteriously
went missing, but has been claimed to exist mounted on the wall of
1 The viewer is blinded. countless armories throughout the realms.
2 The viewer is charmed by the holder of the eye. Value: ~35,000 gp
3 The viewer is frightened by the holder of the eye.
Blackheart’s Blade
4 The viewer is incapacitated.
Weapon (longsword), rare
5 The viewer attacks any target within 5 feet of them with This blade was once owned by the infamous pirate Samul
whatever weapon they are holding, or their fists if they are Blackheart, whose name is legendary amount the pirates, slavers,
unarmed. bandits and ruffians from throughout the realm. Whoever wields
6 The viewer runs for their entire movement speed in a it has advantage on skill checks using Charisma against non-
random direction of the GM’s choosing. law-abiding citizens—the sort of scum who would hold Captain
Value: ~4,000 gp Blackheart in high esteem.
Value: ~4,500 gp
The Blade of Dagr-Nath
Weapon (longsword), rare Book of Blackmail
This blade was originally forged to commemorate the victory of Book, rare
a dark elf army over that of a vastly larger alliance of high elves This book contains a wealth of information about local lords,
and wood elves. The weapons were taken from the bodies of the leaders and people of high status—even those of high status in
alliance commanders and melted down to create the steel used to low places such as the leader of a thieves’ guild. Some of the
forge this blade. information is pure fantasy (but not beyond possibility)
The sword itself is well-known among those who and the rest of the information is cold, hard fact, the sort
pledge allegiance to the dark forces. It is a sign of of fact that most folk wouldn’t want going public.
power and bestows its owner with advantage on The knowledge in the book grants the owner +1d6
Intimidation and Persuasion checks against on Insight, Intimidation, and Persuasion checks
elves. made against anyone named in the book.
Value: ~3,000 gp Value: ~350 gp

Blade of Vasim Tell’ani Crude Beaded Necklace


Weapon (scimitar), very rare (requires Jewelry, uncommon
attunement) This necklace was crafted from remnants of
This wickedly sharp scimitar is enchanted other jewelry found on the streets and back
with a unique spell. When the attuned wielder allies of a merchant quarter in the city. It has
hits an enemy with an attack using this weapon, been slowly assembled by a young girl named Nell
the blade glows with a faint yellow light and its and, though she doesn’t know it, one of the remnants
damage is increased by +1. Each time the wielder is a small piece of a very powerful ancient seal. Its
lands a successful attack, the blade deals an extra +1 magical energy still lingers, and may prove to be a very
damage. The damage increases until the wielder misses important relic to any nefarious character on the lookout for
an attack, at which point all bonus damage is nullified and the it, or that learned of its whereabouts.
blade fades, now smoking with a dark gray fume and hot to the Value: ~10 gp

218
Drum Chest The owner (once attuned) can speak the words, “let forth your
Wondrous item, uncommon breath” in Draconic within 50 feet of the figurine, to have it
instantly belch a dark green cloud of poison in a 30-foot radius
This drum has a hidden hatch near one of the shoulder straps,
sphere. Additionally, the owner can give the figurine delayed
opened with a unique key. The hatch is the length and width of a
commands, such as, “the next time you are picked up, let forth
flattened palm, and opens inward on a hidden hinge. The space
your breath” or can give more specific times such as ,“in one
inside is large enough to fit as much as an average backpack, as
hour...” in Draconic, and the figurine will follow the instructions.
long as you can fit the object through the hatch. The drum is
The figurine can be disarmed when the owner says, “sleep and be
most commonly used to temporarily conceal loot after a spree of
still” in Draconic within 50 feet of the figurine.
pickpocketing. Even when full, the drum’s sound is not affected by
the items inside it due to the clever design and craftsmanship. The figurine will recharge its poison breath 24 hours after it’s
been expelled.
Value: ~190 gp
Value: ~2,250 gp
Enhanced Forger’s Kit
Forgery kit, rare Heads & Tails
Wondrous item, rare (requires attunement)
This kit not only contains all of the standard items contained
within a forgery kit, but also contains wooden replica rings of all A pair of gold coins, one with the impression of a monarch’s face
the major lords and noble houses from throughout the realm. The at profile on both sides, and the other with the impression of a
use of authentic-looking wax seals makes forging documents from thieving magpie on both sides. When the coins are within 5 feet
the upper elite even more convincing. of each other they have no effect. But when they are separated, the
tails coin teleports coins worth at least 1 copper piece (starting
Value: ~45 gp
with the highest denomination) to the heads coin at a rate of 1 coin
Finger Blade per minute for 1 hour, at which point the tails coin will teleport
Tool, common itself to within 1 inch of the heads coin.
This slender knife, used for cutting purses and picking locks, This wondrous item is best utilizes by swindlers and thieves who
is small enough to be easily concealed in one’s hand, or can be slip the tails coin into the coin purse of their unsuspecting victim,
incorporated into a glove for ease of access. When used, it grants or pay for goods with a handful of gold pieces so that the tails coin
advantage to any attempt the user makes to cut a purse or pick a won’t stand out.
simple lock. Value: ~2,900 gp
Value: ~5 gp
Hidden Wrist-Blade
Fury Weapon (dagger), uncommon
Weapon (warhammer), rare (requires attunement) This devilish little device is designed to fit under the wearers glove,
The wielder of this impressive hammer can charge up Fury with strapped around the wrist. When the wearer pulls their hand
magical energy as a bonus action, provided they don’t move on back to make their palm perpendicular with their forearm, the
their turn. When charged, the head of the warhammer glows with blade deploys and extends out 6 or so inches. The blade locks in
a pulsing red light. place when fully extended, and is most commonly used to stab an
unsuspecting target.
The next time it hits a target, Fury unleashes its magical energy
in the form of a massive blow that causes the target to take Damage: 2 (1d4) piercing
an additional 1d8 force damage. Additionally, all creatures of Value: ~10 gp
Medium size or smaller within a 15-foot cone must make a DC 15
Constitution saving throw, or be knocked back 10 feet. Hobgoblin Glaive
Weapon (glaive), uncommon
Damage: 4 (1d8) bludgeoning, plus 4 (1d8) force damage
This glaive, made by master hobgoblin craftsmen, deals +1 damage,
Value: ~5,000 gp
and is long enough to extend the wielder’s reach by an additional 5
Gemstone Flute feet (on top of the 5 feet granted by its reach property) but giving
Instrument, uncommon the wielder disadvantage on attack rolls made at this distance.
This finely crafted flute is adorned with a glittering gemstone Value: ~60 gp
suspended from a cord. When playing this instrument the
Knot of Romantic Entanglement
musician has advantage on Performance checks.
Bracelet, common
Value: ~160 gp
This bracelet, weaved from tatty cotton thread, grants the wearer
Gold Dragon Figurine +1d4 when making a Charisma ability checks if the check has
Wondrous item, rare (requires attunement) anything to do with flirtation, seduction or romance.
This small dragon figurine is finely crafted from pure gold and Value: ~50 gp
could fit 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.

219
Loupe of True Sight 9 When the character casts a spell, roll a d20. On a 1,
Wondrous item, very rare the spell backfires, creating the opposite effect to that
One of the most useful items for a jeweler or collector of fine gems, intended, or targeting the caster or an ally rather than an
the Loupe of True Sight grants the wearer the ability to identify enemy (or vice-versa) at the GM’s discretion.
the magical properties of gems, jewels and other precious stones. 10 The character immediately takes 1d12 psychic damage,
These magical properties can be innate to the item, or could have and its hit point maximum is reduced by the damage
been imbued in the item through a spell, ritual, or enchantment. taken for the duration of the week.
Value: ~8,250 gp On a successful save, the orb’s bonus increases to +2 and the
wielder has advantage on Wisdom and Intelligence saving throws.
Multitool These benefits last for 24 hours.
Tool, uncommon
Value: ~4,600 gp
This hand held tool has many
different tools within it, giving Orryn’s Enchanted Playing Cards
the user advantage when picking Wondrous item, rare (requires attunement)
locks, disarming traps, and other This magical deck of playing cards has been enchanted with an
complex tasks requiring Dexterity illusion spell. Each card has a blank face but, when dealt, the cards
or Intelligence. take on their value according to the desires of the person who the
Value: ~350 gp deck is attuned to. If someone looks at the card faces before they
are dealt, they will all be assigned a random face value.
Orb of The Voice
A magic user proficient in illusion spells can detect the
Wondrous item, rare
enchantment on the cards with an DC 20 Arcana check.
This orb is a means of
Value: ~2,500 gp
communication for the
entity known only as The Poppy Milk Vial
Voice. Within is a whirling, churning maelstrom Potion, rare
which feeds paranoia, mocks, threatens and
A small vial full of viscous white liquid. When diluted into a drink
laughs. When the orb is nearby, sentient creatures
it has no flavor or smell and when consumed in such a fashion it
suffer frequent nightmares. The orb can be used as an
causes the drinker to become drowsy and fall asleep within thirty
arcane spellcasting focus and grants a +1 to attack and damage
minutes. They will be in a sleep so deep that, though a vigorous
rolls. Additionally, a creature can gaze into the orb to attempt to
shake or a slap in the face will temporarily rouse them, they will
harness a portion of its power. Each time a creature gazes into the
immediately be drawn back into sleep, and must rest for at least
orb, they must make a DC 20 Wisdom saving throw. On a failed
eight hours before they are able to come to their senses.
save, roll a d10. The creature is given a new flaw or personality
quirk that lasts for 1 week (use the table below, or use it as Value: ~1,000 gp
inspiration to create your own); after multiple failures, these can
become severe.
Potion of Spell Rejuvenation
Potion, rare
d10 Effect When a creature drinks this foul-smelling, bitter potion, roll a d10
1 New flaw - “I WILL NOT BE MOCKED!” and refer to the following table for the effect.
2 New flaw - “Gold. I have to have it. I have to have it!” d10 Effect
3 Every time the character faces a new enemy, they must 1-3 The drinker recovers their lowest level expended spell
make a Wisdom saving throw (DC 15). On a failed save, slot.
the character is frightened of the enemy. The character
4-5 The drinker recovers their two lowest level expended
may repeat this saving throw as a bonus action on their
spell slots.
turn.
6-7 The drinker recovers their highest level expended spell
4 The character is mute.
slot.
5 New flaw - “The Voice knows best. If I’m the only one that
8-9 The drinker recovers their two highest level expended
can hear it, that just means I’m special.”
spell slots.
6 Every time the character finishes speaking, they must say
10 The drinker recovers all expended spell slots, and must
“so says The Voice” or suffer intense pain (1d4 psychic
make a DC 17 Constitution saving thrown. On a failed
damage)
save, they suffer one level of exhaustion.
7 Once per turn, before the character declares an attack, Value: ~2000 gp
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 fleeing or fighting as best
suits their nature.

220
Potion of Suggestion Skeleton Key of Karn Ithel
Potion, uncommon Wondrous item, very rare (requires attunement)
Just two drops of this bright blue, magic liquid, consumed directly This key is enchanted with an alteration spell purposed to unlock
from the vial or concealed in an unsuspecting target’s ale mug, even the most masterfully locked doors, chests, and even objects
drinking horn, or wine glass, causes the target to have disadvantage locked with magic.
on Wisdom (Insight) checks for 1 hour. Karn Ithel is the name of a long-dead mage who was entombed
Value: ~185 gp beneath a great fortress of his own making. Legends tell of his
rise to power through the use of elemental magic, and how he
Powerful Crossbow was eventually betrayed and incarcerated by his followers, who
Weapon (crossbow), rare sought his power and wished to bend it to their own purposes.
A heavy crossbow of Dwarvish origin (with specialized Encased in a great metal sarcophagus, he was kept alive for many
adaptations), its multiple limbs and thick string allow for a decades while his once-loyal followers fed from his life force. They
frightening draw weight. Despite this, its unique design allows had crafted a key from the amulet he wore, which is said to be the
it to be loaded and drawn with ease. Whenever this bow only way to open his casket, the location of which, along with the
deals maximum damage, the target must succeed at a DC 15 fortress, has been lost to time.
Constitution saving throw. On a failed save, the target takes an Value: ~37,000 gp
additional 1d10 piercing damage
Talim’s Blade
Value: ~2,500 gp
Weapon (dagger), rare (requires attunement)
Rowan Bead Necklace This dagger is imbued with poison of wraith essence. As well
Wondrous item, uncommon (requires attunement) as piercing, on a successful attack, the target takes 1d8 necrotic
A necklace of beads crafted from the wood of the Rowan tree, a damage, reducing the target’s maximum hit points equal to the
plant well known amongst herbalists for its resistance to witchcraft necrotic damage dealt. Maximum hit points lost in this way can
and enchantment. The necklace grants the wearer +1d6 bonus to only be recovered through magical means, such as a greater
Wisdom saving throws. restoration spell, or after a long rest.
Value: ~160 gp The pommel contains a coin displaying a man’s face on one side,
and a dwarf woman’s on the other.
Scalpel Damage: 2 (1d4) piercing plus 4 (1d8) necrotic
Weapon (dagger), uncommon Value: ~1,250 gp
This 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 the weapon’s damage
if the target is surprised.
Damage: 2 (1d4) slashing
Value: ~120 gp

Thief Slayer’s Ring


Ring, common
This 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,
Skera who tracked down nefarious miscreants. Forced to cease activity
Weapon (greatsword), rare (requires after an infamous thief apprehended and tortured their leader,
attunement) members were no longer willing to show their affiliation, and the
This sword was crafted in the ancient Nord fashion, finely rings became commonly pawned and scrapped items, their worth
balanced with a razor edge. When an attack with this weapon deals almost negligible. Though their significance is almost lost among
maximum damage, the target must make a Constitution saving common folk, who would pay no heed to an old ring, there are rare
throw, the DC of which is 8 + the wielder’s proficiency bonus + the possessors who choose to wear the rings symbolically, but usually
wielder’s Strength modifier. On a failed save, a limb (determined keep them hidden in company, especially in the bad parts of town.
randomly or assigned by the GM) is cleaved from the target’s body, Some creatures have long memories and vengeful spirits. A wearer
if the target is Large or smaller. can reveal their ring to gain advantage on Intimidation checks
Damage: 8 (2d6 + 1) slashing against thieves.
Value ~1,850 gp Value: ~35 gp

221
Unique Spells Invisible Arrow
Illusion cantrip
A life spent on the wrong side of the law requires a particular set
of spells to aid a crafty character in their skulduggerous affairs. The Casting Time: 1 action
following selection of spells were designed for just this purpose, Range: Touch
and are ready to be put to good (or morally questionable) use. Components: V
Duration: 1 minute
Donnybrook
While wielding a weapon which requires ammunition, you
5th-level enchantment
whisper a short incantation while you draw or load. The next piece
Casting Time: 1 action of ammunition becomes invisible the instant it’s fired, and it will
Range: 50 feet remain so for one minute. When fired, no target or bystander can
Components: V, S see the ammunition, however they will be able to hear it travel
Duration: 1 minute through the air and impact the target.
You shout the word “Donnybrook” in the common tongue into Lucky Cricket
a crowd or group of at least 15 creatures in a 25-foot radius. The
Abjuration cantrip
GM assigns a number on the d100 at which the spell will be
unsuccessful, taking into consideration the average Wisdom of Casting Time: 1 minute
the targets. For example, a tavern full of brigands and ruffians may Range: 60 feet
have only a 10% chance of failing, while a group of nobles at a Components: V, S
fancy dinner party may have a 90% chance of failing. Duration: 10 minutes
If successful, all of the targets are charmed by you and immediately You conjure the image of a spectral cricket, and instruct it to
attack the closest target to them with whatever non-weapon item guard a doorway, short corridor, small room or other similarly
they have available. These items include tankards, plates, chairs, constrained location. If a Tiny or larger creature approaches the
stools, etc. area, the cricket will begin chirping loud enough for you to hear.
The spell lasts for up to one minute, or until most of the targets are
unconscious save one, standing confused amidst a pile of stricken Patter
bodies. The caster is unable to revoke the spell’s effects before it has 4th-level enchantment
run its course. Casting Time: 1 action
Range: 30 foot cone
Fade
Components: V, S
2nd-level illusion
Duration: 1 minute
Casting Time: 1 action
You gain the ability to speak in a long, unbroken series of words
Range: Self
that both confuse and confound the target(s). Any creature in
Components: S, M (a pinch of powdered charcoal) range that can understand the language you are speaking must
Duration: Concentration, up to 1 minute make an Intelligence saving throw or become confused for up to
Your form becomes hazy and indistinct, seeming to fade away into 1 minute.
shadowy smoke at the extremities. You have advantage on stealth While confused, targets won’t be hostile or pursue the caster, so
checks while in dimly lit areas or while standing in the shadow cast intent will they be on unraveling the meaning of the riddle. The
by a larger object or creature. spell is broken if the target(s) are attacked, take damage, or succeed
at their saving throw. The target can attempt a saving throw at the
Forgery end of each of its turns, and the saving throw becomes easier by -1
1st-level transmutation each time a creature repeats it.
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 afterward, you can duplicate
their hand writing and/or signature perfectly.

222
Shadow Path Thief’s Eye
2nd-level divination 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (120-foot radius)
Components: S, M (a hound’s hair and some sand) Components: S, M (a glass eye)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You can see the footprints of the last creature who traveled along All precious metals, gems, and other valuable naturally-occurring
this same path, outlined in a magical blue aura. The aura is visible minerals within a 120-foot sphere, centred on you, glow in a faint
only to you. blue light visible only to you. The light can be seen through most
At Higher Levels: When you cast this spell using a spell slot of 4th objects, walls, ceilings and floors but is blocked by 1 foot of stone,
level or higher, you can identify the race of the creature, and when 1 inch of common metal, a thin sheet of lead or 3 feet of wood or
you cast this spell using a spell slot of 6th level or higher, you can dirt.
identify its name (if it has one and the individual is known to you).
Windfall
Sticky fingers 3rd-level conjuration
Transmutation cantrip Casting Time: 6-10 minutes
Casting Time: 1 action Range: Touch
Range: Self Components: V, S, M (a number of coins of equal value which you
Components: S wish to duplicate)
Duration: Concentration, up to 1 minute Duration: 1 hour
For the duration, your hands seem to magnetically attract coins You concentrate for 6, 8, or 10 minutes, creating duplicate coins
and valuables. You have advantage on Sleight of Hand checks when that are d6, d8, or d10 times as many as the original coins. The
pickpocketing. duplicate coins will only exist for 1 hour, after which point they
will instantly disappear, just as they appeared.
Talk the Talk While they are in the material realm, they have the same weight
3rd-level divination and appearance as the original coins but cannot be melted down or
Casting Time: 1 action crafted into another object.
Range: Self Greed carries a risk. The spell has a chance of failing, resulting
Components: V, M (grease and a mockingbird’s feather) in the disappearance of the original coins, during casting. At 6
Duration: 1 hour 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
You are suddenly granted with the ability to say exactly the right
and, at 10 minutes, 1-5.
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.
This 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 filthy tavern, surrounded
by brigands and thieves. After an hour, you forget the
information granted to you by the spell when it took
effect, 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.

223
Acknowledgments Bob Melcher III Ulveling
Bobby “catdragon” Nichols Charles Huff
A massive thank you to all of our Kickstarter backers. Without
you motley bunch of brigands, thieves, assassins, and crime lords, Bobby Young Chris “Moondog” Mooney
this book would quite simply not be a reality. We hope you have as Bone on Bone Chris Ayotte
much fun using it as we did making it! Brad S. Chris Ballard
A. Emiliani Andrew John Leskinen Bradley Colver Chris Brant
A. Cooper Andrew Lotton Branden Dubois Chris Braun
Aaron Davis Andrew Marquis Hartis Brandon “Grost” Campbell Chris Chard
Aaron Woodside Andrew Pickard Brandon Daggerhart Chris Craft
Adam Farnsworth Andrew Piseck Brandon Landry Chris Czerniak
Adam Francour Andrew Somers Brendan Weir Chris Fong
Adam J. Souza Andrew Stocker Brent Garripee Chris Heath
Adam Marafioti Andrew Taylor Brett Bozeman Chris Hill
Adam Matherly Andrew Weber Brett Daniel Chris Keele
Adam Nordin Andrew Zimmerman Jones Brett Sapp Chris Legassick
Adam Schmidt Andy Hull Brett Walsh Chris Perkins
Adam Toulmin Andy McMillan Brian Babyok Chris Seieroe
Adam W. Roy Andy Reuter Brian Brooks Chris Sharp
AdamD Andy Robinson Brian Cepuran Chris Wainman
Adrian Do Angela Paxton Brian Chumney Chris Waldrip
Afet bint Tuzani Ansel Faillace Brian E Johnson Chris Watts
Ahmad Dia Anthony Craig Senatore Brian Guerrero Chris Wild
AinvarG Anthony Manfredo Brian Summers Chris Will
AL BAKER Anthony Rigg Brice Zickuhr Christopher Anderson
Al Gonzalez Antonio Jhocson Brokenhope Christopher Baters
Alan Cohen Arnaldo “Kurono” Lefebre Bruce Gulke Christopher Hauschild
Alessio Serini Piñeiro Bruce L. Wehrle Christopher Mayfield
Alex Beckham Arthur Soares Bruce Paris Christopher S. Sanders
Alex Dunne Asara B. Bruce Philipson Christopher Soper
Alex M Tice Asher Green Bryan Carpenter Christopher Todd Kjergaard
Alex Manduley Ashran Firebrand Bryan Stroup Chuck Hutchins
Alexander J. Holley August Jokela Bryan Yonglong Wang Chuck vanNorman
Alexander Penner B Moore Bulldozers Chuck Wilson
Alexander Wayman B.A. Morrier Buster and Cora Cirlot
Alexandre Godin B.D. Case C Cosper Claude Weaver III
Alexis and Bill Rounsville Bamf.Royal C. Sulat Clayton “Capt0bv10u5” Myers
Alicia Peters Barry Zechmann Cain Gillespie Clayton Odel Culwell
Allen Billings Ben Coale Caleb Baker Clinton Macgowan
Allen Odegaard Benjamin Billings CAMANDER1 Clyde Lee Graham
Amber Bibb Benjamin K. Kristensen Captain Norway Cody Barrick
amberkat Benjamin T. Smart Carl “Mad Dog” Rustenbeck Cody Blaschke
Andrea Prosperi Benji WImer Carl Andersson Cody Boker
Andreas Starrsjö Beth Rimmels Carlos E Santana Colin Maynard
Andrew “Doc” Cowie Bill “thedmstrikes” Mead Carlos Vedovato Corinna Clanton
Andrew Bahls Bill Hays Carter T Snelson Cornelis DeBruin
Andrew Christian Bill Weir Cassandra Pohlhammer Craig “Stevo” Stephenson
Andrew Croft (Australia) Bill Woehr Cathy Winton Craig Henson
Andrew Ervin Blacksheep Chad Henderson Craig Labenz
Andrew Geertsen Blaine Conner Chad Shurtz Craig S Janssen
Andrew Gray Blake Nickel Chalky Creed Ironrose
Andrew Jeffree Bo Lehmann Charles “Lukkychukky” Cris Le Fort

224
Curt Mathieu Dean Aceto II Erik T Johnson Guy Thompson
Curtis “AggieBear” Glenn Delice Erik Tenkar H. Z. Helberg
D N Walker III Delnurfin Feadiel Erin Howe Hammy Smacks
Damien Hart Denis Gagnon Ernest Mueller Hans Cummings
Dan Jacobs Dennis Timm Escape Hatch Games Hao Zhang
Dan Mabee Derek Keith Nejedlo Étienne De Sloover Harneloot
Dan Santiago Derek Kirkman Eugene Chee Harpeah Company
Dan Schultz Derek Rothschiller Ezekiel Bones Harvey Howell
Dan Sloppy Devon MacInnis Farnaby Hawk Silverthorn
Dana Pull DHonda Felipe Barcelos Monaiar Heine Stick
Daniel and Logan Brower Diane Camper Felix Nolan Helder Lavigne
Daniel Bryan Dion Campbell François Reissi Henrik “Tes” Gullaksen
Daniel Clarke Dirt Thurston Frank Reding Henrik Nilsson
Daniel Cooper Dittotb Frank Tedeschi Henry Murdy
Daniel Granstrand DM Rich Franny Jay High Shaman One Eye
Daniel J. Nagle Don, Beth & Meghan Ferris Franz Georg Rösel Howard J. Bampton
Daniel Long Donald R. MacLean Fred Savadge Hugh Harrison
Daniel P. Shaefer Donny Wallace Frederic Fiquet Ian Allen
Darren Buckley Doug “DJ Eternal Darkness” Frits Kuijlman Ian Barnes
“Dastardly” Dave Hernandez Carter Fuyu_ookami Ian Becker
Dave “Wintergreen” Harrison Doug “Valhalar” Triplett Gage Fleischer Ian Norton
Dave Cole Dr Alan Peden Game Masters Pittsburgh Ian Paul
Dave McCown Dr. Donald A. Turner gandred Ian Robinson
Dave Post Drew Starck Garrett Meek Ian Woodley
Dave Rosenzweig Drewbacca Garry Jenkins Ice Tayiken
Dave The Wizard Duane Skeen Gary Reich Imban
David “Kobold King” Lambiase Duron McBlade Geekers Keep Ingjald
David “Kroog” Andrews Dustinian Camburides Gene Demaitre Ivan Cannon
David A. Nolan Dwayne Hauser Gene Hall J Bos
David Birt Dwight Davis Genevieve Cogman J. “Muljinn” Kozlowski
David Campbell Dyrewolff George Graybill J. David Porter
David Chronister E. James Pett Giuseppe D’Aristotile Jr. J. Evans Payne
David Craft Ed Vincent Gordon Clayton J. Kreider
David DeRocha Eden Brandeis Graham Lewry J. M. Lanaghan
David Dierks Edward scarbrough Graham Penny J. M. Williamson
David E Starner Ellen Bertagnolli Grant M Dahling J. Parkes
David Homola Elpan Allandar Grant Potts Jaap Bijsterbosch
David “Jester” Gibson ELRS Greg & Kelly Ray Jace ‘Phyrehawk’ Crutchley
David Karoski Emily Jordan Greg Kramer Jack Bunicci
David L. Fromerth II Eran Molot Greg Krywusha Jack Gulick
David L. Pearson Erevan Bern, High Wizard Greg Ray Jack Hellenbrand
David Mcgregor Eric Brooks Greg Roth Jacob “Ryoku” Walker
David Nielson Eric Coates Greg Traeger Jacob J. H.
David Parlin Eric Hamilton Gregorio Munoz III Jacob Markley
David Poppel Eric Mills Gregory McWhirter Jacob Neptune Dowe
David Robinett Eric Smith Gregory Wason Jakey Champion
David Sheehan Eric Stratte Grey Reyes Jako Bond
David Stephenson Eric Troy Dreibelbis Griffin Davis Jakub T. Poniatowski
David Williamson Erica Stevenson Guillaume Bélanger James “Jimbojones” Robertson
De Quick Tom Erik A Saltwell Gully Feuerhammar James (Warrenthegray) Buys
Deacon Dragon Erik Jarvi Guy Ladouceur James Cunningham

225
James Floyd Kelly Jeremy Redmond Joseph Linden kylania
James H. Lewis Jeremy Suiter Joseph Preston Schmigel Kyle “Fiddy” Pinches
James M. Rivera Jeremy Tollefson Josh Carden Kyle Capps
James Newnorth Jerome Devie Josh Chunick Kyle G. Crider
James R. Coplin Jerry R Baker Josh Plunkett Kyle R Maxwell
James R. Crowder II Jerry Ward Josh Rosenstein Kyuhyun Lee
James Redmon Jesper Majcherek Bisgaard Josh ‘Shbenj’ Benjamin Lai Koivu
James ‘The Great Old One’ Jessica Heckman Joshua Burke Lance Menthe
Burke Jhereth Jax Joshua Conrad Lance Micucci
James Tustin JiaJian, Tin Joshua Minol Laurel K H Thomas
James Wood JiBe Farand Joshua R Smith Layla Chalmers
Jamie Manley Jim Hauber Joshua Steadmon Leave The Silver
Jamieson L Hoffman Jim Havoc Jossy Barron Lee LaFond
Jana Klimpke Jim Lomax Jóvin ‘Phelx’ Jóvinsson Lee Perry
Jason “Hierax” Verbitsky Joe “Big Ceech” DiCicco Julien Benoit Leo Jordan
Jason F. Broadley Joe Field Julian “Tabletop Towns” Hicks Leonardo “Shadow” Sena
Jason G_Q Joe Gerba Julian C. Steen Lester Ward
Jason Knepper Joe Medica Julian Tysoe Lichhunter
Jason M Burrows Joe Tweedale Juliet Youngren Lightangel
Jason Seal Joe Vanderstelt Junior Jack Lloyd Rasmussen
Jason Vines Joel Fischoff Justin Van Duine Locky Reid
Jason Wall Joel Mejiano K.C. L’Roy Lonnie Sargent
Jason Warren John Cooper Kahz Modan Loren Siebold
Jason Woodland John E. Bailey Kailey Smith & Bill Hein Lorne Cooper
Javier Kelnozz Diaz John Engler Karl Sears Louis I Stewart IV
Javier Rivera John Fiala Katie Michelle Cook Louis Porter Jr.
Jay Broda John Geyer Kean P Stuart Lovisa Jernsletten
Jay Marsh John ‘johnkzin’ Rudd KEEGAN FINK Luiz Felipe C. Moggi
Jay nunes John Lamulle Keith Williams Luke Anderson
Jayme Bell John Michael Hess Ken moscardini Luke Goodman
Jayna Pavlin John Mitchell Kenneth Tedrick Luke McManamon
JD Crouch John N Dziadek Kenny Kroeger M Alexander Jurkat
Jean-Francois Levesque John Noble Kent B. Trusted M&H Pumple
Jeff Hubbard John R Blaker Kent Thompson M.C. Andersen
Jeff Ibach John Ron Kent Zeng Mage_Of_Doom
Jeff Rosenberg John Szasz IV Kerstin Weiß Magoo
Jeff Smith John Weaver Kevin Baumann Marc (Lord Inar) Gacy
Jeff Troutman Johnny F. Normal Kevin J. Lee Marc Margelli
Jeff Vandine Jon “T3kk3y” Neddo Kevin J. O’Brien Marc Oliver Offen
Jeffrey Hersh Jon Gilliam Kevin James Marcus Gabriel Fors
Jen Woods Jon Goranson Kevin O’Dowda Mario M. Butter
Jennine C Jonas Karlsson Kevin Peters Mariusz “Darklord” Ciolkowski
Jens “iuzbob” Sarton Jonathan Baldridge Kevin Wicker Mark A. Hart
Jens P. Jonathan Brock Kira Miller Mark Ballentine
Jens Van Neyghem Jonathan D. Woodward Kirk Salanga Mark Buffington
Jeremiah Sheret Jonathan Smith Kris F. Kline Mark Greenberg
Jeremy “Meatsweats” Price Jonathan Sourbut Kris Wirick Mark Jeschke
Jeremy Bauer Jordi Rabionet Kristopher Volter Mark Leymaster of Grammarye
Jeremy Hunt Jorge A. Torres Krys Earles Mark Richman
Jeremy J. Popelka Joseph “Bizak” Bartell Kurt Aidan McIntyre Markus Plate
Jeremy Kear Joseph E. Tribuzio Kveld BJorn Marshall “leadjunkie” Mahurin

226
Marshall Gatten Michael Spredemann P Byhmer Redbeard
MarsSenex Michael Vanella Pablo “Hersho” Dominguez Remoh Lives
Martin Blake Michel Cayer Patricio Aguilera Retsnimle
Martin Heim Míchel González Patrick “DeadPegasus” Knight Rhel ná DecVandé
Martin Legg Michel Pikkert a.k.a “miesman” Patrick & Sarah Pilgrim Rich (Brock) Palij
Martin Nichol Mick Chambers Patrick Ciraco Rich Riddle
Martin St-Laurent Mike “Sly Flourish” Shea Patrick Ehlen Richard “Kshots” Ostrow
Marty Chodorek Mike “Tiger” Taylor Patrick Kale Richard Barnhouse III
Martyn Findley Mike McCammon Patrick Kiefer Richard Courchesne
Master Huck Mike Ross Paul “Blazebolt” Backhouse Richard Ferris
Matt Brooks Mike Urban Paul Hazen Richard Hodge
Matt Downer Miles Redman Paul Hedrick Richard Isaak
Matt Le Page Miss Nash Paul Kensler Richard Jeffrey
Matt Rowan Mitchel Pigsley Paul Rivers Richard Leahy
Matt Yarnold MitDtke Paul Rodger Richard Meyer
Matthew “Maddog” Dickinson Myles Ball Paul Ryan Richard Morley
Matthew Emerick Nat Ken Cole Paul Schifferer Richard Mundy
Matthew Hall Nathan “Nellisir” Irving Paul Trudel Rick Cox
Matthew Hayes Nathan Rapheld Paul Woods Rick Hewitt
Matthew Kammes Nathan Turner Pedro Obliziner Rick Small
Matthew Lynn NathanC Perry Chalmers Rick Underwood
Matthew McCloud Neil Allsopp Pete “Plenz” Lenz Riffius Sabbathian
Matthew Ouzts Neil Crampin Pete Apple Rob “Snydley” Klug
Matthew Rodarte Neil Laird Peter Thuborg Robert “Frostrazor” Brambley
Matthew Walker Nicholas Cassidy Phil Smith Robert Corr
Mattias Lygard Nicholas Kaye Phil Ward Robert Entwistle
Max G. Glasner Nicholas Keane Jurgens Philip Kneitinger Robert Gehr II
Max Leonydas Byrne Nick Philip Smith Robert H. Hudson, Jr.
Max Shannon Nick Hairston Phill Everson Robert J. Nemeth
Max Williams Nick Volpe PlatypusPal320 Robert Maughan
Maxim Sheehy Nicola Ricottone Dustin Knight Robert V.
Megan “M5” Matta Nicola Tonellotto Quarzis Robert W. Cooper
Methrend Nicolas Desjardins Quinn Adams Robert Winchester
Michael “Maikeruu” Pierno Nicolò Lardelli Quinn Parrott Roberto “Sunglar” Micheri
Michael Bogumill Nivla27 R. Aiden Marsden Robin B. Trayler
Michael Carson Noah Buntain R. Ripley Robin Burzan
Michael D Blanchard Noah Forster R.W.W.G Robin K. Johannessen
Michael D. Handy Noah ‘Grootslang’ Siddiqi Radon Gawn Robin Lees
Michael Dorn Noah Kruse Rafael Fagundes Robin Onttonen
Michael Edwards Noah McCoy Ramar Aulinvox Ron “Khaalis” Owen
Michael G Townsend Nomad Terrain Ramos Rob Ronald Hopkins
Michael Hunt - Norman Abegg Ramsett Ronald Whitehead
unMadeGaming Nuglar Randy Aitken @MavrykGM Russell “Redjack” Petree
MICHAEL J BENENSKY NYC Dungeons & Dragons Randy Smith Russell Ventimeglia
Michael Jones Players Randy W. Crockett Ryan and Lucy Ellis
Michael Keogh ObsoleteNexus Raptoar Harlodsen Ryan Fedewa
Michael Leone Odin Collins Raymond Banfield Ryan Hagen
Michael Long Official Dave Raymond M Slover Jr Ryan Hixson
Michael R. Snow Olav Müller Raymond Reed Ryan Joseph Pettis
Michael Roberts Oliver von Spreckelsen RaynorReynolds Ryan Mohr
Michael Smith Olly Croft Rebecca Molloy Ryan Moore

227
Ryan Weathers Stephen White Tod Gagliano Yuisaki
Sakzilla Steve “Trollish” Bulla Tod Jeffcoat Yun-Sho
Sal Cazarez Steve Davies Toke Eriksen Zachary Guder
Sam Hillaire Steve Dodge Tom Hogan Zenkall
Sam Mullin Steve Elliott Tomas Burgos-Caez Zerif1023
Sam Nelson Steve Fletcher TomBrend
Sam Stoute Steve Lord Tommaso Gollini
Sam the Viking Steve Muchow Tommy Birt
Samuel A. Larter Steve Sarkes Tommy H. Frost
Sarah E. Potter Steven H. Lorenz Tony A. Thompson
Sarainy Steven Milner Tony Ballard-Smoot
Sara-Jane Raines Steven Wales Tony Strongman
Scambonious Funk Steven Wells Tonya Fredrickson
Scot Bailey SuperGrover Tracy S Landrum
Scott A. Wynn Sylvain Boucher Travis Lovellette
Scott Barnes Sylvain Cousineau Treavor Bland
Scott Closter Tad L. J. Kilgore Trent Schultz
Scott Collins Takahiro Hashinaka Trevor Mcnaught
Scott Crandal Talares Tristan O Balmokune
Scott Ferris Tango “Mr. Bones” Kipjack Troy Dye
Scott Fowler Tara Cameron Troy Everett
Scott H. Rimer Taran Delgath Tudy
Scott J.M. Abraham Ted McClintock Tyler J. Leben
Scott K Mansur Telmeregon Tyler M. Locke
Scott Maynard Terrell Scoggins Tyree Parkin
Scott Pinnow Terry Adams V & Erin, Leo, Nike, and Blue!
Scott Sutherland Terry Hontz Veronica Ellis
Scurvy Jim Terry W Hobbs Victor Mahnic
Sean “a2fan” Fahey The Amazin’ Jason Villwock Victoria Eden
Sean “Ioreth” Hood The Hetman Vincent Noiseux
Sean Kita The Joel Jimenez Wade Cottell
Sean Louvel The Kirt Wanhope
Sean Tait Bircher The Mighty Fire Beard of Power Wayne DuChateau
Sean Watson The Professor Wayne Tripp
Sebastian Döweling TheGeekyChris Will Church
Sebastian Weil Theodore Gegoux IV Will McCandless
sebastien pelletier Thom Denick William D. Smith Jr.
Seth Pierce Thomas Brand William Dawson-Ekberg
Shawn “Sazyanti” Gore Thomas Milazzo William Forsyte
Shawn Lamb Thomas Perry William J. Scott III
Shawn Nelsen Thomas Wood William Maranto
Shuggie Love Thorbjørn Kaels William Riddle
Simon Haldon Tim Beese William Walters
Simon Hunt Tim Gonzalez William Weiler
Sir Pat Eadie Tim Leigh Winter’s Knight
Stan Shinn Tim Murray Wright S. Johnson
Steph Turner Tim Nickel www.familydungeons.com
Stéphane Rochat Timothy Baker www.thewarstore.com
Stephanie Meier Timothy Withem Wyn Alexander
Stephen J. Pilch TMan Xose Oscar Lopez Rascado
Stephen Shaw Tobias Schmitt Y. K. Lee

228
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Designation of Product Identity: The following items are hereby clearly identified as Open Game Content by the Contributor, and
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229
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System Reference Document, 5.0 Copyright 2016, Wizards of the
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Game Master’s Toolbox - Ultimate NPCs: Skulduggery,
Copyright 2016, Chris Haskins, Nord Games LLC.
END OF LICENSE

230
Step into the tavern.
The 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 fleshed-out characters to populate your game
world. Occupying the seedy tap-houses and
criminal underbelly of civilization, you’ll find
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…

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