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# Dangerous Individuals

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##### A collection of npcs and creatures from my homebrew campaign.
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<div class='toc'>
##### Table Of Contents
- **[Dangerous Individuals](#p1)**
  - [Knights of the Realm](#p3)
    - [Knight of Vengeance](#p3)
    - [Spear Knight](#p4)
    - [Savage Knight](#p5)
    - [Vanguard Knight](#p6)
    - [Duelist Knight](#p7)
    - [Pitfighter Knight](#p8)
    - [Arcane Knight](#p9)
    - [Knight of Silence](#p10)
  - [Discreet Tradesmen](#p11)
    - [The Underworld Inventor](#p11)
    - [Infiltrator](#p12)
</div>

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## Knights of the Realm

___
> ## Knight of Vengeance
>*Medium humanoid (half-elf), lawful neutral*
> ___
> - **Armor Class** 16 (breastplate)
> - **Hit Points** 111 (17d8 + 34)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|18 (+4)|14 (+2)|10 (+0)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Dex +8, Con +6
> - **Skills** Acrobatics +8, Investigation +4, Stealth +8
> - **Senses** darkvison 60 ft., passive Perception 11
> - **Languages** Common, Elvish
> - **Challenge** 5 (1,800 XP)
> ___
> ***Action Surge (2/Day).***  The knight can take one additional action on its turn.

> ***Brave.***  The knight has advantage on saving throws against being frightened.

> ***Fey Ancestry.*** The knight has advantage on saving throws
against being charmed, and magic can’t put it to sleep. 

> ***Second Wind (1/Day).***  The knight can use a bonus action to regain hit points equal to 10 (1d10 + 5) hit points.

> ***Sworn Enemy (1/Day).***  As a bonus action, the knight can utter a vow of enmity against a creature it can see. It gains advantage on attack rolls against the creature for 1 minute or until either of them drops to 0 hit points or falls unconscious.
> ### Actions
> ***Multiattack.*** The knight makes 3 melee attacks. 
>
> ***Rapier.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) slashing damage.
### Reactions
> ***Parry.*** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

> ***Riposte*** The knight makes a rapier attack against a creature that misses it with a melee attack.


<img 
  src='http://pre10.deviantart.net/4fc7/th/pre/f/2016/133/9/8/swordsman_by_tvvist-da2c22l.jpg' 
  style='width:325px' />

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___
> ## Spear Knight
>*Medium human, neutral good*
> ___
> - **Armor Class** 18 (half plate)
> - **Hit Points**  52 (8d8 + 16)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|18 (+4)|14 (+2)|10 (+0)|10 (+0)|13 (+1)|
>___
> - **Saving Throws** Dex +8, Con +6
> - **Skills** Acrobatics +8
> - **Senses** passive Perception 10
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___
> ***Action Surge (2/Day).***  The knight can take one additional action on its turn.

> ***Brave.***  The spear knight has advantage on saving throws against being frightened.

> ***Spear Sentinel*** When the knight hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

> ***Second Wind (1/Day).***  The knight can use a bonus action to regain hit points equal to 10 (1d10 + 5) hit points.

> ### Actions
> ***Multiattack.*** The knight makes three attacks, only one of which can be with its pike shove.
>
> ***Pike.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 9 (1d10 + 4) piercing damage.

> ***Pike Shove.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 6 (1d4 + 4) bludgeoning damage. The target must succeed on a DC 16 Dexterity or Strength saving throw (target's choice) or be pushed 5 feet away.

> ***Javelin.*** *Melee or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 30/120 ft., one target.
*Hit:* 7 (1d6 + 4) piercing damage.
> ### Reactions
> ***Defensive Line.*** The knight makes an opportunity attack when an opponent enters its reach.

<img src='https://i.pinimg.com/originals/71/db/10/71db10aae744e1057ca8c42832df0d21.jpg' style='position:absolute;top:40px;right:65px;width:320px' />

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___
> ## Savage Knight
>*Medium human, neutral good*
> ___
> - **Armor Class** 18 (plate armor)
> - **Hit Points** 111 (17d8 + 34)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|18 (+4)|12 (+1)|9 (+0)|10 (+0)|
>___
> - **Saving Throws** Str +8, Con +8
> - **Skills** Atheletics +8
> - **Senses** passive Perception 10
> - **Languages** Common
> - **Challenge** 7 (2,900 XP)
> ___
> ***Brutal Criticals.*** If the knight scores a critical hit, it rolls the damage dice three times, instead of twice. 

> ***Reckless.***  At the start of its turn, the knight can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

> ***Indomitable (3/Day).*** The knight can reroll a saving throw it fails. It must use the new roll.

> ***Trained Rage (Recharges after a Short or Long Rest).*** As a
bonus action, the knight can enter a rage at the start of its turn.
The rage lasts for 1 minute or until the knight is incapacitated.
While raging, the knight gains the following benefits:

> - The knight has advantage on Strength checks and Strength saving throws.
> - When it makes a melee weapon attack, the knight gains a +4 bonus to the damage roll.
> - The knight has resistance to blugeoning, piercing, and slashing damage.


> ### Actions
> ***Multiattack.***  The knight makes three melee attacks.
>
> ***Longsword.***  *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 4) slashing damage.  
> 
>
> ***Morningstar.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 9 (1d8 + 4) bludgeoning damage.
### Reactions
> ***Retaliation.*** The knight makes a melee weapon attack against a creature within 5 feet of it that damages the knight.

<img src='http://pre15.deviantart.net/b577/th/pre/i/2013/168/6/8/knight___cover_artwork__by_raymondminnaar-d66b64r.jpg' style='position:absolute;bottom:520px;right:40px;width:320px' />



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___
> ## Vanguard Knight
>*Medium human, lawful good*
> ___
> - **Armor Class** 18 (plate armor)
> - **Hit Points** 111 (17d8 + 34)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|18 (+4)|12 (+1)|9 (+0)|10 (+0)|
>___
> - **Saving Throws** Str +8, Con +9
> - **Skills** Atheletics +8
> - **Senses** passive Perception 10
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___
> ***Brave.*** The knight has advantage on saving throws against being frightened.

> ***Vanguard.***  The knight gains an additional 10 feet of speed during the first round of combat.

> ***Indomitable (3/Day).*** The knight can reroll a saving throw it fails. It must use the new roll.

> ***Linebreaker.*** The knight is immune to opportunity attacks made by any weapon with the *reach* property.

> ***Sweeping Attack (Recharge 5-6).*** When the knight hits with an attack, it can spend a bonus action to make an additional attack against another target within reach.
> ### Actions
> ***Multiattack.***  The knight makes two greatsword attacks.

> ***Greatsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) slashing damage.
>
> ***Blade Whirl.*** The knight performs an aggressive manuever, putting each creature within 5 feet of it off balance. An affected creature has disadvantage on its next attack.


<img src='http://pre12.deviantart.net/ac0d/th/pre/f/2016/206/0/4/the_champion_by_v11-dabampf.jpg' style='position:absolute;bottom:520px;right:40px;width:320px'/>



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___
> ## Duelist Knight
>*Medium human, lawful good*
> ___
> - **Armor Class** 18 (plate)
> - **Hit Points** 111 (17d8 + 34)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|14 (+2)|10 (+0)|12 (+1)|14 (+2)|
>___
> - **Saving Throws** Str +8, Cha +6
> - **Skills** Atheletics +8, Persuasion +6
> - **Senses**  passive Perception 11
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___
> ***Action Surge (2/Day).***  The knight can take one additional action on its turn.

> ***Brave.***  The knight has advantage on saving throws against being frightened.

> ***Indomitable (3/Day).*** The knight can reroll a saving throw it fails. It must use the new roll. 

> ***Second Wind (1/Day).***  The knight can use a bonus action to regain hit points equal to 10 (1d10 + 5) hit points.

> ***Challenge (Recharge 5-6).***  As a bonus action, the knight can challenge a creature it can see. The target must make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against creatures other than the duelist knight until the end of its next turn. 

> ### Actions
> ***Multiattack.***  The knight makes three attacks with its longsword.
>
> ***Longsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) slashing damage.
### Reactions
> ***Parry-riposte.*** The knight adds 3 to its AC against one melee attack that would hit it. If that causes the attack to miss, the knight immediately make an attack against the creature that missed. The knight must see the attacker and be wielding a melee weapon.


<img 
  src='http://pre14.deviantart.net/cdd1/th/pre/i/2016/207/d/5/red_knight_by_tvvist-dabf2wb.jpg' 
  style='width:325px' />


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___
> ## Pitfighter Knight
>*Medium human, neutral good*
> ___
> - **Armor Class** 19 (splint armor, shield)
> - **Hit Points** 111 (17d8 + 34)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|14 (+2)|18 (+4)|10 (+0)|10 (+0)|15 (+2)|
>___
> - **Saving Throws** Str +8, Con +9
> - **Skills** Atheletics +8, Performance +6
> - **Senses** passive Perception 10
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___
> ***Brave.*** The knight has advantage on saving throws against being frightened.

> ***Crowd Pleaser (1/Day).***  As a bonus action, the knight can choose to substitute any ability check or saving throw modifier with its Charisma (Performance) modifier for one minute.

> ***The Show Must Go On (1/Day).***  When reduced to 0 hit points, the pitfighter knight can choose to heal itself by 6 points. 

> ### Actions
> ***Multiattack.***  The knight makes two flail attacks and one shield bash.

> ***Flail.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage.
>
> ***Shield Bash.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

> ***Chain Grapple.*** The knight attempts to grapple a target with its flail. On a success, it can't use its flail and the grappled target has disadvantage on ability checks and saving throws made to escape.


<img src='http://pre13.deviantart.net/788a/th/pre/f/2017/013/4/2/the_tournament_s_favorite_by_v11-dav8pfd.jpg' style='position:absolute;bottom:520px;right:40px;width:320px'/>



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___
> ## Arcane Knight
>*Medium human, lawful good*
> ___
> - **Armor Class** 16 (studded leather)
> - **Hit Points** 98(15d8 + 30)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|14 (+2)|16 (+3)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Dex +8, Int +7
> - **Skills** Acrobatics +8, Arcane +7, Stealth +8 
> - **Senses** passive Perception 11
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___
> ***Action Surge (2/Day).***  The knight can take one additional action on its turn.

> ***Arcane Arrow.*** As a bonus action, the arcane knight can change the damage type its longbow deals to cold, fire, or lightning. 

> ***Sniper.*** The arcane knight is a master of ranged combat.
> - It has +3 to all longbow damage (included in the attack).
> - It can attack at long range with no disadvantage.
> - It ignores half and three-quarters cover.

> ### Actions
> ***Multiattack.*** The arcane knight makes 2 attacks. 
>
> ***Longbow.*** *Ranged Weapon Attack:* +8 to hit, range 600 ft., one target. *Hit* 11 (1d8 + 7) piercing damage.

> ***Dual Daggers.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (2d4 + 4) piercing damage.

> ***Thunderstrike (Recharge 5-6).*** The arcane knight makes a longbow attack. If the attack hits, the arcane archer teleports to the target and make a dagger attack with advantage. If the attack hits, it deals an additional 10 (4d4) thunder damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
### Reactions

> ***Riposte*** If a melee attack misses the arcane knight, it may immediately make an opportunity attack against the opponent that missed.


<img 
  src='https://68.media.tumblr.com/272799cbbd0e60e38f113795b0b42565/tumblr_oowi1pOMpS1vj6yjzo1_500.jpg' 
  style='width:325px' />

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___
> ## Knight of Silence
>*Medium human, lawful neutral*
> ___
> - **Armor Class** 18 (half plate)
> - **Hit Points** 72(13d8 + 13)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|16 (+3)|12 (+1)|14 (+2)|15 (+2)|17 (+3)|
>___
> - **Saving Throws** Dex +8, Cha +8
> - **Skills** Intimidation +8, Insight +7, Investigation +7
> - **Senses** passive Perception 12
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
> ___
> ***Brave.*** The knight has advantage on saving throws against being frightened.

> ***Indomitable (3/Day).*** The knight can reroll a saving throw it fails. It must use the new roll. 

> ***Innate Spellcasting.*** The knight's spellcasting ability is Charisma  (spell save DC 16, +8 to hit with spell attacks). The knight can innately cast the following spells, requiring no material components:

>At will: *chill touch (5th-level), mage hand, message*

>2/day each: *hold person, zone of truth*

> ### Actions
> ***Multiattack.***  The makes two rapier attacks.

> ***Rapier.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage.
### Reactions
> ***Mage Slayer.*** When a creature within 5 feet of it casts a spell, the knight of silence
can make a melee weapon attack against that creature. On a hit, the target has disadvantage the saving throw it makes to maintain its concentration.



<img src='https://i.pinimg.com/564x/91/1b/5c/911b5c479f291612b53c349112c5c99d.jpg' style='position:absolute;bottom:520px;right:40px;width:320px'/>





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## Discreet Tradesmen
### The Underworld Inventor

In the darkest, dirtiest alleys of the city, it is said that you can find just about anything you need, and a guy for just about any job. Odds are, if you're looking for a solution that can't be solved by magic, muscle, or personal charm, you're likely to find it in the basement workshop of one of these brilliant, if somewhat unhinged, minds.

The underworld inventor is a provider and a problem solver. Most customers will walk in the door with a problem and walk out with some strange contraption and a significantly lighter coinpurse. Because of this, the inventor will rarely get its hands dirty, but when it does, it becomes a walking arsenal, equipped to escalate, end, or escape any situation. 

The signature weapon of the underworld inventor is the grappling bolt, which is fired using a heavy crossbow. The bolt is attached via cord to a very powerful winch that gains a charge as it becomes unwound, allowing it to reel the cord back in with great force. This device is very heavy and slows the inventor down, but allows for potentially greater mobility and many other uses.

<div style='margin-top:140px'></div><div style='margin-top:140px'></div><div style='margin-top:140px'></div>


<img 
  src='https://dungeonmusings.files.wordpress.com/2015/03/miloboggs.jpg' 
  style='position:absolute;top:10px;right:80px;width:220px' />




___
___
> ## Underworld Inventor
>*Medium human, chaotic neutral*
> ___
> - **Armor Class** 16 (studded leather)
> - **Hit Points** 98(15d8 + 30)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|14 (+2)|20 (+5)|12 (+1)|9 (-1)|
>___
> - **Saving Throws** Dex +9, Int +10
> - **Skills** Medicine +6, Arcana +10, Stealth +9, Investigation +10
> - **Senses** passive Perception 11
> - **Languages** Common, Gnomish, Dwarvish
> - **Challenge** 6 (2,300 XP)
> ___
> ***Detector Goggles (Recharge after a Short or Long Rest).***  As a bonus action, the underworld inventor can equip googles that provide truesight with a range of 20 feet and darkvision with a range of 60 feet for 10 minutes. 

> ***Breath Mask (Recharge after a Short or Long Rest).***  As a bonus action, the underworld inventor can equip a mask that makes it immune to disease and poison that require inhalation for 1 hour. 

> ### Actions
> ***Multiattack.*** The underworld inventor makes 2 attacks, using the pepperbox, shortsword, alchemy acid, flash bomb, or smoke bomb. 
>
> ***Pepperbox.*** *Ranged weapon attack:* +13 to hit, range
100/400 ft. reload 6, misfire 1, one target. Hit: 8 (1d8 + 4) piercing damage.

> ***Alchemy Acid (3/Day).*** The inventor throws a vial of acid up to 30 feet away. Creatures in a 5-foot radius of the impact must succeed a DC 16 Dexterity saving throw or take 3d6 acid damage, or half as much on a success. 

> ***Flash Bomb (2/Day).*** The inventor throws a ceramic bomb up to 30 feet away. Creatures in a 10-foot radius of the impact must succeed a DC 14 Constitution saving throw or be blinded until the end of the inventor's next turn.
 
> ***Smoke Bomb (1/Day).*** The inventor throws a ceramic bomb up to 30 feet away. The area within a 10-foot radius of the impact is heavily obscured in smoke for three rounds. Attacks made by and against anything in the smoke are made with disadvantage. The underworld inventor is immune to the effect if the gas mask and detector goggles are equipped.

> ***Shortsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.  
> 
> ***Heavy Crossbow.*** *Ranged Weapon Attack:* +8 to hit, range 100/400 ft., one target. *Hit* 9 (1d10 + 4) piercing damage. 

> ***Grappling Bolt (Recharges After a Short or Long Rest).*** *Ranged Weapon Attack:* +8 to hit, range 50/100 ft., one target. *Hit* 9 (1d10 + 4) piercing damage. 
> - A target smaller than the inventor is dragged toward it at a speed of 50 ft., provoking opportunity attacks. 
> - Hitting a medium or large target triggers a Strength contest. A medium target has disadvantage. The loser of the contest is pulled 5 feet toward the other and knocked prone. 
> - Hitting a huge target or larger, or a target that is fixed in place, will drag the inventor toward the target at a speed of 50 feet, provoking opportunity attacks.



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___
> ## Infiltrator
>*Medium human, chaotic neutral*
> ___
> - **Armor Class** 16 (unarmored defence)
> - **Hit Points** 78(12d8 + 24)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|18 (+4)|14 (+2)|16 (+3)|14 (+2)|19 (+4)|
>___
> - **Saving Throws** Dex +9, Cha +9
> - **Skills** Acrobatics +9, Deception +9, Performance +9, Stealth +9 
> - **Senses** passive Perception 12
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___


> ***Assassinate.***  During its first turn, the infiltrator has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the infiltrator scores against a surprised creature is a critical hit.

> ***Evasion.***  If the infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the infiltrator instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

> ***Paranoid.*** The infiltrator cannot be surprised and has advantage on initiative rolls.

> *** Sneak Attack (1/Turn).*** The infiltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn’t incapacitated and the infiltrator doesn’t have disadvantage on the attack roll.

> ***Unarmored Defense.*** The infiltrator adds its Wisdom modifier to its armor class.
> ### Actions
> ***Multiattack.*** The infiltrator makes 2 attacks. 
>
> ***Sting (3/Day).*** The infiltrator makes a dagger attack and adds 4d8 poison damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.

> ***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target.
*Hit:* 6 (1d4 + 4) piercing damage



<img 
  src='https://s-media-cache-ak0.pinimg.com/736x/51/e4/81/51e48171cbaebb4d598e8156f6a1031c.jpg' 
  style='width:310px' />


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 Image Credits

Knight of Vengeance: tvvist

Spear Knight: tvvist

Savage Knight: Raymond Minnaar

Vangurad Knight: v11

Duelist Knight: tvvist

Pitfighter Knight: v11

Arcane Knight: Elder Scrolls Online

Knight of Silence: tvvist

Underworld Inventor: Néstor Ossandón

Infiltrator: Max Kazansky