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Tomb Robber (D&D 5th Edition Monster)

Following is the Tomb Robber, one of the NPCs that appears in Skirmisher Publishing's "Aigyptos: A Gazetteer for 5th Edition," a Swords of Kos Fantasy Campaign Setting/D&D 5th Edition sourcebook I developed, and which I am posting here because it ties in with our recent "d-Infinity Live!" episode on "The Art of the Steal." I have also applied to this creature the Aigyptian Background for 5th Edition that appears on d-Infinity Online. 

Tomb Robber (Background: Aigyptian)

Medium humanoid (any race), any non-lawful alignment

Armor Class: 13 (leather armor)

Hit Points: 16 (3d8+3)

Speed: 30 ft.

STR             DEX             CON             INT               WIS            CHA

11 (+0)         14 (+2)         12 (+1)          11 (+0)         11 (+0)        10 (+0)

Saving Throws: Dexterity +4, Intelligence _+2

Skills: Athletics +2, Deception +2, Investigation +2, Stealth +6

Tool Proficiencies: Thieves’ Tools (+6 on skill checks)

Senses: Passive Perception 10

Languages: Aigyptian, Thieves’ Cant

Challenge: 2 (450 XP)

Backstabber. A Tomb Robber knows how to strike subtly and exploit a foe’s distraction. Once per turn, it can deal an extra 2d6 damage to one creature it hits with an attack if it has advantage on the attack roll and is using a finesse or ranged weapon. It does not need advantage on the attack roll if another enemy of the target is within 5 feet of the target, if that enemy is not incapacitated, and if it does not have disadvantage on the attack roll.

Local Knowledge. An Aigyptian Tomb Robber has in-depth knowledge about Aígyptos and its communities, history, inhabitants, religion, lore, laws, mores, and traditions. It knows two secrets or obscure facts about local tombs.

Magic of the Land. An Aígyptian Tomb Robber has a close connection with the land of its birth and can channel some of its abundant divine magic. It can choose any one Cleric or Druid cantrip — usually Guidance or Produce Flame — and cast it twice a day. Its spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks).

Tunnel Crawler. Climbing does not cost a Tomb Robber extra movement, and when it makes a running jump the distance it covers increases by a number of feet equal to its Dexterity modifier.

Actions

Light Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Bonus Actions

Cunning Action. A Tomb Robber can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide actions; a Dexterity (Sleight of Hand) check; use its thieves’ tools to disarm a trap or open a lock; or take the Use an Object action.

Description: A tomb robber is an experienced thief who specializes in breaking into and pillaging burial chambers of various sorts. One or more such characters might approach a party for purposes of enlisting their aid, fencing goods, attempting to rob them, or other appropriate reasons (and might prove very useful to a party without a rogue who wishes to explore or rob tombs). Such characters will often pose as miners, prospectors, or others who might have the same sorts of equipment and be operating in the same general areas as looters. A Tomb Robber who attacks with a light hammer in one hand will also attack with a dagger in the other (but in that case does not add its ability modifier to the dagger’s damage).