THE SHARED REFERENCE Adventurer

Monster

Prisoner 13

Outside your table’s allowed sources

Official reference · KftGV · 2014

Creature type
Humanoid
Size
Medium
Armor class
17 (mountain tattoo)
Hit points
102 (12d8 + 48)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
15
Dexterity
17
Constitution
18
Intelligence
16
Wisdom
14
Charisma
16
Passive Perception
15
Saving Throws
con: +7; wis: +5
Skills
athletics: +5; deception: +9; insight: +5; perception: +5; stealth: +6
Senses
darkvision 60 ft.
Languages
Common, Dwarvish, Elvish, Thieves' cant, Undercommon
Resistances
poison
Immunities
psychic
Condition Immunities
charmed

Traits

Antimagic Susceptibility

In an area of antimagic, Prisoner 13's tattoos and reactions don't function, and she suffers the following modifications to her statistics: her AC becomes 13, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3) bludgeoning damage on a hit.

Mindlink Tattoos

Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links allow Prisoner 13 to communicate telepathically with each of these agents while they are both on the same plane of existence.

Mountain Tattoo

Prisoner 13's AC includes her Constitution modifier.

Shroud Tattoo

Prisoner 13 can't be targeted by divination spells or any feature that would read her thoughts, and she can't be perceived through magical scrying sensors. She can't be contacted telepathically unless she allows such contact.

Actions

Multiattack

Prisoner 13 makes two Tattooed Strike attacks.

Tattooed Strike

Melee Weapon Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3) force damage.

Firestorm Tattoo (Recharge 5–6)

Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8) fire damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.

River Tattoo

Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.

Reactions

Readiness

When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking opportunity attacks.

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