waterdeep dragon heist

(Jeff_L) #1

ZIRAJ THE HUNTER
Ziraj is a half-ore hunter who wields an oversized bow
Lhat shoots correspondingly large arrows. He is the
Master of Assassination for the Black Network. If Ziraj
sets out to kill someone, it's because one of his friends
(Oavil, Istrid. Skeemo, or Tashlyn) asked him to. The
characters might become Ziraj's prey, or Ziraj might
come to their aid to eliminate a common enemy. He's
the strong, silent type.
The City Watch has received reports of a figure who
haunts the rooftops of Waterdeep- a hulking shadow
that glares from its perch, rains down death in the form
of long black arrows, and slinks off without so much as a
whisper. Where he comes from if he even has a home-
remains a mystery, as does the question of where he
might show up next.
Treasure. Ziraj wears +2 leather armor and carries
an oversized longbow. This unique weapon can be used
only by a Medium or larger creature that has a Strength
of 18 or higher. The bow shoots oversized arrows that
deal piercing damage equal to 2d6 +the wielder's
Strength modifier. Its range is the same as an ordi-
nary longbow.


ZIRAJ THE HUNTER
Medium humanoid (half-ore), neutral evil

Armor Class^17 (+2 leather armor)
Hit Points 153 (l 8d8 + 72)
Speed 30 ft.

STR
18 (+4)

DEX
18 (+4)

CON
18 (+4)

Saving Throws Wis +S, Cha +5

INT
11 (+O)

WIS
14 (+2)

CHA
15 (+2)

Skills Athletics +7, Intimidation +5, Stealth +7, Survival +S
Senses darkvision 60 ft., passive Perception^12
Languages Common, Ore
Challenge 8 (3,900 XP)

Spellcasting. Ziraj is a lOth·level spellcaster. His spellcasting
ability is Charisma (spell save DC^1 3, +5 to hit wit h spell at·
tacks). He has the following paladin spells prepared:
lst level (4 slots): command, protection from evil and good, thun·
derous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic

ACTION S
Multiattack. Ziraj makes three attacks with his glaive or with
his oversized longbow.
C/aive. Melee Weapon Attack: +7 to hit, reach S ft., one ta rget.
Hit: 9 (ldl O + 4) slashing damage.
Oversized Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit:^11 (2d6 + 4) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj
exudes magical menace. Each enemy within^30 feet of him
must succeed on a DC 13 Wisdom saving throw or be fright·
ened ofZiraj for l minute. If a frightened enemy ends its turn
more than 30 feet away from Ziraj, the enemy can repeat the
saving throw, ending the effect on itself on a succe ss.

DROW GUNSLINGER
Firearms aren't widely available in the North, but some
members of Bregan O'aerthe are equipped with Lan-
tanese pistols, bullets, and packets of smokepowder.
These drow gunslingers are expert pistoleers, as s killed
with their guns as the best archers are with their bows.

fEL'REKT L AFEEN
Fel'rekt is a male drow who was born female. Unhappy
with the treatment of males in his society, he petitioned
to join Bregan D'aerthe. jarlaxle took a shine to Fel'rekt
almost immediately, and the young drow has since be-
come one ofjarlaxle"s most loyal lieutenants. Eager to
prove himself, Fel'rekt is quick to volunteer for tasks and
hurls himself into combat with verve.
Fel'rekt and Krebbyg Masq'il'yr are close friends
and work as a team, trading banter and jokes at their
enemies' expense. Fel'rekt lacks the cruelty common to
most drow, and he won't kill an adversary unless he is
left with no other choice.

DROW GUNSLINGER
Medium humanoid (elf), any alignment

Armor Class 18 (studded leather, shield)
Hit Points^84 (13d8 + 26)
Speed 30 ft.

STR
13 (+1)

DEX
18 (+4)

CON
14 (+2)





INT
11 (+O)

Saving Throws Dex +6, Con +4, Wis +3
Skills Perception +3, Stealth +8

WIS
13 (+l )

Senses darkvision 120 ft., passive Perception^13
Languages Elvish, Undercommon
Challenge 4 (1,100 XP)

CHA
14 (+2)

Fe y Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Gunslinger. Being within 5 feet of a hostile creature or attack·
ing at long range doesn't impose disadvantage on th e drow's
ranged attack rolls with a pistol. In addition, th e drow ignores
half cover and three· quarters cover when making ranged at·
tacks with a pistol.
Innate Spel/casting. The drow's spellcasting ability is Charisma
(spell save DC 12). It can innately cast the following spells, re·
quiring no material components:
At will: dancing lights
1/day each: darkness.faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drew has disadvan·
tage o n attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.

A CTION S
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
target. Hit: 7 (ld6 + 4) piercing damage.

Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
ft., one target. Hit: 9 (ldlO + 4) piercing damage plus 11 (2dl0)
poison damage.

APPENDIX B I MONSTERS ANO N P OS 201
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