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Felix Fahnor

(a.k.a. Silent Blade)

Among the cutthroats and murderers of Nulb, few names are whispered with more fear than Felix Fahnor. A master assassin and former agent of the Horned Society, Felix now serves as the chief enforcer and hitman for the Crimson Reapers, eliminating threats, rivals, and those who dare cross Zelt the Bat. Unlike the chaotic killers that fill the gang’s ranks, Felix is a surgical blade, striking with precision and purpose. His loyalty is cold and pragmatic—he serves only Zelt, the enigmatic intriguer who shaped his career in death. Zelt, one of the three leaders of the Whispers in Dyvers, Free Lands of , operates from the shadows, appearing in Nulb via teleportation magic to oversee and adjust operations when necessary.


Description

Felix Fahnor is a tall, broad-shouldered human in his early forties, his body a roadmap of scars collected from decades of violence. His piercing gaze is unnerving, always distant, as if weighing a dozen possible outcomes at once. Though his black studded leather armor blends into the shadows, it hides an array of hidden blades, poisons, and tricks of the trade. His scimitar, enchanted for speed, is his preferred weapon in open combat, but in truth, Felix rarely fights fair. When he smiles, it’s nothing more than a grimace—cold, calculated, and utterly devoid of warmth.


Role in the Crimson Reapers

As the head of the hit squad in Nulb, Felix operates with ruthless efficiency. He is the one who gets things done, eliminating those who stand in the way of the gang’s ambitions. He works closely with Maldrith the Hexed, the priest of Orcus , ensuring that their victims not only die—but that their deaths serve a higher, darker purpose.

  • Personal Executioner of Zelt the Bat: When Zelt needs someone removed without question, Felix is the first name he calls.
  • Silent Enforcer: Felix oversees assassinations, kidnappings, and disappearances, ensuring that no one stands against the Reapers for long.
  • The Poisoner’s Touch: Felix creates and harvests deadly poisons, making him an alchemist of death in addition to a skilled killer.
  • Master of Stealth: He strikes from the shadows, using illusion magic, disguises, and misdirection to appear where least expected.

Personality & Motivations

Felix is not a madman nor a zealot—he is a professional killer, treating his work with the detached efficiency of a craftsman. He doesn’t kill for pleasure, but neither does he hesitate. To him, murder is simply a means to an end, and some people, in his mind, simply need killing. His greatest loyalty lies with Zelt the Bat, the only figure he would never betray.

While Felix respects Maldrith, he keeps his distance from the priest’s necromantic rituals. He has no love for the undead—after all, dead men should stay dead. However, he acknowledges Maldrith’s power, and when the job calls for something beyond steel and poison, he is willing to let Maldrith work his sorcery.


Relationships & Alliances

Zelt the Bat (The Circle of Whispers, Dyvers)
  • Felix’s mentor, savior, and only true loyalty. He trusts Zelt absolutely, though Zelt remains cautious, knowing Felix’s treachery toward others.
  • Felix was trained in subterfuge, assassination, and misdirection under Zelt’s guidance.
  • Zelt appears in Nulb via teleportation magic to oversee operations, leaving Felix in charge when he is away.
Maldrith the Hexed (Priest of Orcus)
  • Works closely with Maldrith to coordinate assassinations that fuel Maldrith’s dark rituals.
  • Has no love for necromancy but acknowledges its usefulness in making their enemies suffer even beyond death.
Lady Nysera Krivaltis (Crime Lord of Nulb)
  • Nysera sees Felix as a dangerous wildcard, useful but unpredictable.
  • Felix is careful around her, knowing that she does not trust men she cannot control.

Abilities & Skills

Felix is a rogue assassin of the highest order, blending lethal combat skills with alchemy, illusion, and espionage.

  • Death Attack: After studying a target for 3 rounds, Felix can strike with a lethal blow that paralyzes or kills.
  • Master of Poisons: Can craft and use deadly poisons, including paralytics, venoms, and necrotic agents.
  • Infiltrator: Expert at disguises, lockpicking, forgery, and deception.
  • Scimitar of Speed: Felix’s enchanted blade allows him to strike faster than most opponents can react.
  • Assassin’s Dagger: A cursed weapon that drinks the soul of those it slays, preventing resurrection.

Adventure Hooks

  • A Whisper in the Dark – The adventurers hear rumors of a deadly assassin in Nulb, one who leaves no trace. If they investigate, Felix may decide to remove them—permanently.
  • A Contract on Your Head – Someone has put a bounty on one of the adventurers, and Felix has been paid to collect. Can they stop him before he strikes?
  • The Crimson Reapers’ Coup – Felix is growing tired of Varek Bloodthorn. He approaches the adventurers with an offer: help him remove Varek, and he’ll make it worth their while. But can he be trusted?
  • Zelt’s Call – If the party has crossed paths with Zelt the Bat, Felix may be watching them, ensuring they do not interfere with Zelt’s grander schemes.

Final Thoughts

Felix Fahnor is a cold-blooded professional, a man who views death as simply another business transaction. Unlike the raging warlords or cackling madmen of the Temple of Elemental Evil, Felix is calm, collected, and methodical—perhaps making him all the more terrifying. Whether as a deadly enemy, an uneasy ally, or a potential informant, Felix brings a calculating menace to any campaign in Nulb. If the adventurers encounter him, they should remember:

He is watching them long before they ever see him.

Felix Fahnor

Medium humanoid (human), Neutral Evil

Armor Class 19 (Bracers of Armor +3, Amulet of Natural Armor +1, Ring of Protection +2)
Hit Points 77 (13d8+26)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)16 (+3)14 (+2)14 (+2)11 (+0)9 (-1)

Saving Throws Dex +9, Int +7, Wis +5, Fort +8 vs poison
Skills Acrobatics +8, Deception +8, Insight +6, Investigation +9, Perception +8, Sleight of Hand +10, Stealth +10, Thieves’ Tools +9
Damage Resistances Poison
Languages Common, Goblin, Orc

Abilities

Sneak Attack (7d6). Once per turn, Felix deals extra damage to a creature he hits with an attack if he has advantage or an ally is within 5 feet.

Death Attack. If Felix studies a target for 3 rounds before striking with a melee weapon attack, the target must succeed on a DC 15 Constitution saving throw or be paralyzed or killed (Felix’s choice).

Evasion. If Felix is subjected to an effect that requires a Dexterity saving throw, he takes no damage on a success and half on a failure.

Uncanny Dodge. When hit by an attack, Felix can use his reaction to halve the damage.

Assassin’s Initiative. Felix has advantage on attack rolls against surprised enemies.

Actions

Multiattack. Felix makes two melee attacks.

Quarterstaff +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) bludgeoning damage.

Dagger +1 (Poisoned). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+3) piercing damage plus poison (DC 17, 1 Strength drain, then 2d6 Strength damage after 1 minute).

Hand Crossbow (Sonic Bolts). Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d4+1 piercing) plus 1d4 thunder damage.

Bonus Actions

Cunning Action. Felix can take the Dash, Disengage, or Hide action as a bonus action.

Reactions

Defensive Reflexes. When an enemy misses him with an attack, Felix can use his reaction to move up to 10 feet without provoking opportunity attacks.

Alignment
Neutral evil
Current Location
Ethnicity
Other Ethnicities/Cultures
Year of Birth
536 40 Years old
Children
Sex
male
Aligned Organization


Cover image: Nulb Banner by 3orcs
Character Portrait image: Felix Fahnor by 3orcs

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