waterdeep dragon heist

(Jeff_L) #1

TREASURE
Mirt bas access to magic items of all kinds. but keeps
only a few on his person. He can equip himself with
other magic items as the need arises.
In addition to his other magical gear, Mirt owns a
Lord's ensemble (see appendix A). He dons the ensem-
ble only when meeting with other Masked Lords in an
official capacity.


MIRT
Medium humanoid (human), chaotic good

Armor Class 16 (bracers of defense)
Hit Points 153 (18d8 ± 72)
Speed 30 ft.

STR
18 (+4)

DEX
18 (+4)

CON
18 (+4)

Saving Throws Dex +8, Wis +S

INT
15 (+2)

••


WIS
12 (+1)

CHA
15 (+2)

Skills Acrobatics +8, Athletics +8, Perception +S, Persuasion
+6, Stealth +8
Senses passive Perception^15
Languages Common, Dwarvish
Challenge 9 (5,000 XP)

Special Equipment. Mirt wears bracers of defense and a ring of
regeneration. He wields a +I longsword and a +1 dagger.
Brute. A melee weapon d eals o ne extra die of its damage when
Mirt hits with it (included in the attacks below).

Evasion. lfhe is subjected to an effect that allows him to
make a Dexterity saving throw to take only half damage, Mirt
instead takes no damage if he succeeds on the saving throw,
and only half damage if he fails. He can't use this trait if he's
incapacitated.

Sneak Attack (1/Turn). Mirt d eals a n extra^14 (4 d6) damage
when he hits a target with a weapon a t tack and has ad vantage
on the attack roll. or when the target is within 5 feet of an ally of
Mirt's that isn't incapacitated and Mirt doesn't have disadvan-
tage on the attack roll.

ACTIONS
Multiattack. Mirt makes three attacks: two wit h his +7 long·
sword and one with his +7 dagger.

+1 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft .. one
target. Hit: 14 C2d8 + 5) slashing damage, or 16 (2d10 + 5)
slashing damage when used with two hands.
+1 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft. or range 20/60 ft., one target. Hit:^10 (2d4 + 5) piercing
damage when used as a melee weapon, or 7 (ld^4 + 5) piercing
damage when used as a ranged weapon.

R EACTIONS
Parry. Mirt adds^2 to his AC against one melee attack that
would hit him. To do so, Mirt must see the attacker and be
wielding a me lee weapon.

NAR'L XIBRINDAS
Xanathar's advisor is a nervous and conniving male
drow named Nar'I Xibrindas. Nar'l's house was wiped
out long ago, but he and his elder brother Soluun sur-
vived and joined Bregan D'aerthe. A year ago, Nar'I was
given the difficult task of infiltrating the Xanathar Guild
and getting as close to the beholder as possible. Not only
did he succeed, but in the course of gaining Xanathar's
trust, he managed to convince the beholder to eliminate
its other advisors. The beholder's paranoia will even-
tually cause Xanathar to question the drow's loyalty,
though, and Nar'I has become increasingly worried
about his future. If forced to decide between himself and
Bregao D'aerthe, he'll choose the former and betray his
drow allies to save his own skin.
Xanathar is aware that something is off with Nar'I,
and recently assigned him a grell bodyguard. The grell
has instructions to dispose of Nar'I at the first sign of
disloyalty.

GAME STATISTICS
Nar'I Xibrindas is a drow mage. He prepares and casts
the sending spell whenever he needs to communicate
with his brother. [n addition to his other gear, Nar'I
carries a vial containing three doses of eyescratch, a
contact poison. A creature that comes into contact with
the poison must succeed on a DC 14 Constitution saving
throw or be poisoned for^1 hour and blinded while poi-
soned in this way. A lesser restoration spell or similar
magic ends the effect.

..PPl!NDO< BI MONSTERS ANO NPCS 21
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