Tal'Dorei Campaign Guide PDF

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Chapter 4: allies and adVersaries 131

Clasp CutthrOat


When the thieves and assassins of
the Clasp need to “acquire” addi-
tional funds or “relieve” specific people
of their possessions, their cutthroats
are the first to be called. Clasp
cutthroats can also represent
any number of different rogues
within the thieves’ guilds of
Ta l ’ D or ei.


Clasp enf OrCer


The Clasp prefers to oper-
ate within the shadows,
but sometimes targets of
blackmail need a little
“convincing.” Whenever
scare tactics and brute
force are needed, the
Clasp’s musclebound
enforcers make quite
an impression.


Clasp Cutthroat
Medium humanoid (any race), any nonlawful alignment

Armor Class 14 (leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.


Str dex Con int wiS Ch a
1 0 (+0) 1 6 (+3) 1 2 (+1) 8 (-1) 1 4 (+2) 9 (-1)


Saving Throws Dexterit y +5
Skills Deception +3, Stealth +7
Senses passive Perception 12
Languages Common, Thieves’ Cant
Challenge 3 (700 XP)


Cunning Action. On each of its turns, the cutthroat can use a
bonus action to take the Dash, Disengage, or Hide action.


Sneak Attack (1/Turn). The cutthroat deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the cutthroat that isn’t incapacitated and the
cutthroat doesn’t have disadvantage on the attack roll.


Actions


Multiattack. The cutthroat makes two shortsword or
dagger attacks.


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.


Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.,
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Reactions


Uncanny Dodge. When an attacker that the cutthroat can see
hits it with an attack, the cutthroat takes half damage instead.


Clasp Enforcer
Medium humanoid (any race), any nonlawful alignment

Armor Class 16 (half plate)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

Str dex Con int wiS Ch a
1 6 (+3) 1 2 (+1) 1 8 (+4) 8 (-1) 1 1 (+0) 1 4 (+2)

Skills Athletics +6, Intimidation +8
Senses passive Perception 10
Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)

Intimidating Presence. Whenever the enforcer hits with a melee
attack, the target must make a DC 15 Wisdom saving throw. On
a failure, the target is frightened of the enforcer until the end of
its next turn. The enforcer’s allies have advantage on attack rolls
against creatures frightened in this way.
Second Wind (Recharges after a Short or Long Rest). As a
bonus action, the enforcer can regain 12 hit points.

Actions
Multiattack. The enforcer makes three warhammer attacks.
Warhammer. Melee Weapon
Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3)
bludgeoning damage.
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