Cartographer's Agent

The Griffon's Saddlebag: Book Two p. 337 (Third Party)

Size
Medium
Type
humanoid (any race)
Alignment
lawful evil
AC
16 (studded leather armor)
Hit Points
104 (19d8+19)
Speed
walk 30 ft.
Saving Throws
Dex +7, Int +6
Skills
Acrobatics +7, Deception +5, Investigation +6, Perception +5, Sleight of Hand +10, Stealth +10
Passive Perception
15
Languages
Common, Thieves' Cant
Challenge
5
Lineage
Agent
STR
13
+1
DEX
18
+4
CON
12
+1
INT
17
+3
WIS
14
+2
CHA
15
+2

Traits

Proficiency Bonus

+3

Cunning Action

On each of its turns, the agent can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion

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

Expert Cartography

The agent has a +3 bonus to any ability check it makes using cartographer's tools, in addition to the ability modifier used for the check.

Sneak Attack (1/turn)

The agent deals an extra 21 (6d6) 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 agent that isn't incapacitated and the agent doesn't have disadvantage on the attack roll.

recharge

1/TURN

Actions

Multiattack

The agent makes two attacks with its dagger.

Dagger

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Light Crossbow

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.

Reactions

Uncanny Dodge

The agent halves the damage that it takes from an attack that hits it. The agent must be able to see the attacker.

Other data

description

Most members of The Cartographer's Guild are simple mapmakers or merchants, but a special division known as The Cartographer's Agents handles the faction's dirtier business. These are the individuals that track and follow adventurers, using them as pawns to wear down the defenses of various dungeons and similar challenging locations. If these unknowing adventurers fall in combat, these agents are the ones that retrieve their belongings and treasures to fill the guild's coffers. If they survive, the agents can either finish them off and claim the wealth, or loot any leftover treasure that they were unable to acquire.