A Marked Man |
Medium humanoid (any
race), any lawful alignment
STR 11 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 13 (+1)
CHA 14 (+2)
HP 37
AC 13 (Leather
Armor)
Languages: Any one language (usually Common).
Senses: Passive perception 11
Saves: Dexterity +6, Intelligence +4
Skills: Intimidation +6, Insight +5, Investigation +4
City Secrets.
When not in combat, Marked Men can travel in Darkwater twice
as fast as their speed would normally allow.
Intimidating Presence.
While in Darkwater, as an action, a Marked Man can cause
each creature within a 10-foot cube, originating from them, to make a DC 15
Wisdom saving throw. The creatures that fail their saving throw are either
charmed or frightened by the Marked Man until the end of his turn. Creatures that make their saving throw are immune to this effect from all Marked Men until they finish a short or long rest.
Unphased.
While in Darkwater, Marked Men cannot be charmed or
frightened.
Multiattack.
Marked Men make two melee attacks.
Shortsword. Melee. +6 to hit; deals 1d6 +2 piercing damage.
The Marked Men are the special agents of the Masked King of
Darkwater. They are chosen as children, given special training and run through
a gamut of grueling tests. Those who survive earn the complicated tattoos that
cover their faces and are endowed with special abilities while within the city
walls.
Within Darkwater, Marked Men rank directly below the Masked
King and answer only to his authority. They can go where they please and are
empowered to command both the City Watch and the City Guard.
Interfering with, assaulting or murdering a Marked Man is a death
penalty offense.
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