Skip to content

The Narrows Smuggler's Guild

Smuggler's Guild Enforcer

Medium humanoid (any race), Neutral Evil

Armor Class
15
studded leather
Hit Points
58
9d8 + 18
Speed
30 ft.
Challenge
5
1,800 XP
STR
DEX
CON
INT
WIS
CHA
10
MOD +0 SAVE +0
14
MOD +2 SAVE +2
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
10
MOD +0 SAVE +3
18
MOD +4 SAVE +7
Skills Arcana +4, Deception +7, Intimidation +7
Senses passive Perception 10
Languages Common, Infernal

Pact Magic. The enforcer is a 5th-level warlock of the Fiend. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains all expended spell slots when it finishes a short or long rest. It knows the following spells: Cantrips (at will): eldritch blast, mage hand, minor illusion Warlock spells known: armor of Agathys, counterspell, fireball, hellish rebuke, hex, hold person Spell Slots: two 3rd-level slots. It typically casts armor of Agathys at 3rd level (15 temporary hit points; while any remain, a creature that hits the enforcer with a melee attack takes 15 cold damage) and reserves fireball (8d6 fire damage, Dexterity save DC 15) for clustered foes.

Dark One's Blessing. When the enforcer reduces a hostile creature to 0 hit points, it gains temporary hit points equal to its Charisma modifier + its warlock level (minimum 1).

Actions

Eldritch Blast. The enforcer makes two eldritch blast attacks. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 9 (1d10 + 4) force damage.

Reactions

Hellish Rebuke. In response to taking damage from a creature within 60 feet of it that it can see, the enforcer can cast hellish rebuke (at 2nd level) on that creature. The target must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.

Dockside Bruiser

Medium humanoid (any race), Chaotic Evil

Armor Class
14
hide armor
Hit Points
67
7d12 + 21
Speed
30 ft.
Challenge
3
700 XP
STR
DEX
CON
INT
WIS
CHA
18
MOD +4 SAVE +6
12
MOD +1 SAVE +1
16
MOD +3 SAVE +5
8
MOD -1 SAVE -1
10
MOD +0 SAVE +0
8
MOD -1 SAVE -1
Skills Athletics +6, Intimidation +2
Senses passive Perception 10
Languages Common

Reckless Attack. When the bruiser makes its first attack on its turn, it can attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The bruiser makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage, or 13 (1d12 + 6) slashing damage while raging.

Bonus Actions

Rage (3/Day). As a bonus action, the bruiser enters a rage for up to 1 minute. While raging, it has advantage on Strength checks and saving throws, it gains a +2 bonus to damage rolls with melee weapon attacks using Strength, and it has resistance to bludgeoning, piercing, and slashing damage. If the bruiser is able to cast spells, it can't cast them or concentrate on them while raging.

Smuggler Crossbowman

Medium humanoid (any race), Neutral Evil

Armor Class
14
leather armor
Hit Points
16
3d8 + 3
Speed
30 ft.
Challenge
1/2
100 XP
STR
DEX
CON
INT
WIS
CHA
11
MOD +0 SAVE +0
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
10
MOD +0 SAVE +0
10
MOD +0 SAVE +0
11
MOD +0 SAVE +0
Skills Acrobatics +4, Stealth +4, Sleight of Hand +4
Senses passive Perception 10
Languages Common

Actions

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bonus Actions

Cunning Action. The crossbowman takes the Dash or Disengage action as a bonus action.