BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Morendath Infiltrator

Morendath Infiltrator

Medium drow, elf, chaotic evil
Armor Class: 19
Hit Points: 110
Speed: 40 ft , climb: 30 ft

STR

15 +2

DEX

18 +4

CON

13 +1

INT

15 +2

WIS

13 +1

CHA

17 +3

Skills: Acrobatics, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
• Drow Weapon Training (var. weapons) • Drow Magic (Charisma-based; Dancing Lights cantrip; Faerie Fire and Darkness spells each once betw. long rests)   • Fey Ancestry (vs. charm, no sleep)   • Keen Senses (Perception)   • Trance (4 hrs. as 8 hrs. sleep)
Condition Immunities: charmed
Senses: Superior Darkvision (120 feet)
Truesight, Via goggles lasts 6 rounds.
Languages: Sylvan, Elven, Common, Dwarven, Thieves Cant

Abilities using their Leather Armor Suits - 
Cloaking device - The Infiltrators can turn themselves functionally invisible for one minute using the runes in their armor.  This allows them to act and attack without losing this invisibility.
Gas Attack - Using a specially designed blackjack on a successful attack the Infiltrator can cause a medium sized creature to make a DC 16 constitution saving throw.  On a fail the creature will fall asleep for 2d12 rounds. 


• Sneak Attack (+7d6)   • Cunning Action (Dash, Disengage or Hide)   • Assassinate (adv. vs. no turn yet and any hit auto-critical)   • Uncanny Dodge (reax. for half damage)   • Evasion (area effect half or no damage)   • Infiltration Expertise (fake an identity)   • Reliable Talent (prof. skill d20 under 10 as 10)   • Impostor (mimic another)

Actions

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+5 piercing damage.   Shortbow. Ranged Weapon Attack: +10 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)       Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)     Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.

These are special operatives who work for the Morendath Ever'Rend organization.  They primarily carry out wetworks and infiltration missions to obtain valuable objects. 

Physical Description

General Physical Condition

Dark clothing and half skull helmets outfitted with special goggles and seeing devices hide the look of these Drow operatives.  Their armor is draped with dark earth tone color pieces of cloth to muffle sound and blend in with most urban environments.
Species
Children
Eyes
Dark Goggles

Comments

Please Login in order to comment!