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.
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.