Wednesday, June 24, 2015

NPC: Agent of Esus

This is an NPC no player wants to run into alone. It's an assassin you'll never see coming, and if you do you might think you're looking in a mirror.

Here's a passage from the Fall from Heaven Lore Compendium:

"I had hoped to settle the argument over the existence of the Council of Esus as a religious entity and to put my proof in writing in this tome. Alas, my travels have not proven as productive as I foresaw, and even after visiting many cities and living amongst even such reclusive societies as the Svartalfar and the Calabim, I am left with conjectures. I will leave for evidence of my position on this cult, namely that it is real and has numerous adherents, this one tale.

"After some time in Gareth Minar I felt myself comfortable enough with the city to venture out alone at night. Passing the home of a wealthy man, a foreign trader who oversaw a chapter of the Mason’s Guild, I heard a muffled scream. Peering into the courtyard, I saw an assassin crouched over the body of the merchant, sheathing his blade. Unfortunately for him, the man’s mistress chose this moment to seek him out, and her scream of horror pierced the night. The assassin took to flight, and while I followed with some haste, I soon lost him.

"I came upon the assassin again, though, cornered by men in cloaks armed with shortbows. These weren’t the brightly dressed watchmen I had seen at the guardhouse, but they seemed to be protecting the city this night. However, the assassin unmasked himself, making a sign with his hands. The Nightwatch lowered their weapons and did likewise. Some further exchange passed between them and the attacking man was let go on his way.

"This all I would ascribe to mere corruption, were it not for the unnatural darkness and chill in the air that accompanied the Nightwatch, and it was only when they left that I noticed that every torch that they passed dimmed entirely, leaving the shadows around them untouched. Again, this cannot prove what I have argued before, but it is consistent with the few stories we have heard of this 'Council of Esus.'"

—From Chapter 6 of Reflections on the State Cults, by Elder Methyl of the Luonnotar


Agent of Esus

Changeling Rogue 3/Ranger 4, Neutral Evil

Armor Class 

16 (breastplate); 

Hit Points 

30 (3d10 + 3d8 - 7); Speed 

8 (–1)16 (+3)8 (–1)10 (+0)14 (+2)16 (+3)


Acrobatics +6, Deception +6, Intimidation +6, Investigation +3, Perception +5, Sleight of Hand +6, Stealth +9, Survival +8; Disguise kit, Forgery kit, Herbalism kit, Poisoner's kit, Thieves' tools; Simple weapons, Martial Weapons, Light armor, Medium armor, Shields.


Assassinate, Crossbow Expert, Cunning Action, Expertise, Favored Enemy - humans and elves, Fighting Style - archery, Natural Explorer - urban, Primeval Awareness, Sneak Attack +2d6, Spellcasting, Thieves' Cant

Saving Throws 

Dexterity +6, Intelligence +3; 


passive Perception 15, Darkvision 60 ft.


Amulet of Proof against Detection and Location, Boots of Elvenkind, Breastplate, Burglar's Pack, Crossbow Bolts (40), Dagger, Goggles of Night, Hand Crossbow, Heavy Crossbow, Rapier, Tools (disguise kit, forgery kit, herbalism kit, poisoner's kit, thieve's tool).


Ancient Patrian, Common, Elven


3 (700 XP)


The Agent of Esus is deadliest when it gets the drop on its enemies. The Agent has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit the Agent scores against a creature that is surprised is a critical hit.

Horde Breaker.  

Once on each of the Agent's turns when it makes a weapon attack, the Agent can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


As an action, a Changeling can polymorph into any humanoid of its size that it has seen, or back into its true form. However, the Changeling's equipment does not change with it. If the Changeling dies, it reverts to its natural appearance. 

Svartalfar Poison.

A creature damaged by the Agent's weapons must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Heavy Crossbow. 

Ranged Weapon Attack: +6 to hit, range 100/400, one to two targets. Hit: 9 (1d10 + 3) piercing damage + Svartalfar Poison.

Rapier & Hand Crossbow. 

Melee & Ranged Weapon Attack: +6/+6 to hit, reach 5 ft., range 30/120, one to two targets. Hit: 8 (1d8 + 3) & 7 (1d6 + 3) piercing damage + Svartalfar Poison.


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