waterdeep dragon heist

(Jeff_L) #1

216


SWASHBUCKLER
Swashbucklers are charming ne'er-do-wells who live
by their own codes of honor. They crave notoriety, often
indulge in romantic trysts, and eke out livings as pirates
and corsairs, rarely staying in one place for too Jong.

TuORVIN TwINBEARD
Thorvin serves as Xanathar's chief engineer and
trapsmith. He also serves the Harpers as a paid infor-
mant, keeping that faction apprised of Xanathar's plans
as well as he can. Thorvin uses the ruse of maintenance
inspections to cover up secret meetings he holds with
Harper spies in Sku II port and elsewhere.
Thorvin wears iron-rimmed spectacles and carries a
large, heavy wrench that doubles as a club. He also car-
ries mason's tools, smith's tools, and t hieves' tools, and
has proficiency with all three.

GAME STATISTICS
Thorvin is a shield dwarf comm on e r, with
these c ha nges:
Thorvin is lawful neutral.


  • He has these racial traits: His walking speed is 25
    feet. He has advantage on saving throws against poi-
    son and resistance to poison damage. He has dark-
    vision out to a range of 60 feet. He speaks Common
    and Dwarvish.
    He has an Intelligence of 16 (+3).


SWASHBUCKLER
Medium humanoid (any race), any non-lawful alignment

Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR
12 (+1)

DEX
18 (+4)

CON
12 (+1)

INT
14 (+2)

WIS
11 (+O)

Skills Acrobatics +8, Athletics +S, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

CHA
15 (+2)

Lightfooted. The swashbuckler can take the Dash or Disengage
action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or
no armor and wielding no shield, its AC includes its Cha-
risma modifier.

ACTIONS
Mu/tiattack. The swashbuckler makes th ree attacks: one with a
dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach S ft. or
range 20/60 ft., o ne target. Hit: 6 (ld4 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (ld8 + 4) piercing damage.

APPENDIX B I MONSTERS AND NPCS

URSTUL FLOXIN
Urstul Floxin works for Manshoon, and he is the high-
est-ranking member of the Zhentarim squad s tationed
at House Gralhund. Urstul is a glorified thug with all
the charm and breeding of a snake, but the Gralhunds
tolerate him because he feeds them useful information
culled from his spies throughout the city. UrstuJ takes
his orders from Manshoon's current simulacrum, which
comes and goes from House Gralhund by way of a tele-
portation circle (connected to the circle in Kolat Towers).
Urstul is a large, heavyset man in his forties. He
storms about House Gralhund like he owns the place.
He has a collection of black flying snakes that he uses
as couriers to deliver messages to underlings through-
out the city.

GAME STATISTICS
Urstul F loxin is an Illuskan human assassin, with
these changes:
Urstul is lawfuJ evil.


  • He speaks Common and Ore and knows thieves' cant.


VAJRA SAFAHR
Vajra is a capable wizard in her mid-thirties, the young-
est person ever to hold the position of Blackstaff. As the
High Wizard of Waterdeep, she is charged with using all
the magic and resources at her disposal to defend the
city against threats. She was handpicked for the job by
Khelben Arunsun, and wields the Blackstafffrom which
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