THE SHARED REFERENCE Adventurer

Monster

Forge Fitzwilliam

Outside your table’s allowed sources

Official reference · HAT-TG · 2014

Creature type
Humanoid
Size
Medium
Armor class
17 (disarming charm)
Hit points
110 (20d8 + 20)
Speed
Walk 30 ft.
Challenge rating
8
Alignment
Neutral Evil
Strength
11
Dexterity
14
Constitution
13
Intelligence
15
Wisdom
17
Charisma
20
Passive Perception
13
Saving Throws
dex: +5; int: +5
Skills
acrobatics: +5; deception: +11; investigation: +8; persuasion: +11; sleight of hand: +5; stealth: +8
Languages
Common, Thieves' cant

Traits

Disarming Charm

While Forge isn't wearing armor, his AC includes his Charisma modifier.

Double-Cross

If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit.

Evasion

If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn't incapacitated.

Actions

Multiattack

Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each.

Dagger

Melee Weapon Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 24 (7d6) poison damage, and the target is poisoned until the end of its next turn.

Heavy Crossbow

Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 24 (7d6) poison damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge's next turn.

Bonus actions

Cunning

Forge takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.

Reactions

Uncanny Dodge

Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.

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