Black Circle Agent

Medium humanoid (human), chaotic neutral

Armor Class 15 (studded leather armor)
Hit Points 58 (9d8+18)
Speed 30 ft.

10 (+0) 19 (+4) 14 (+2) 13 (+1) 10 (+1) 15 (+2)

Skills Acrobatics +7, Deception +5, Perception +4, Stealth +10
Senses passive Perception 14
Languages Dhari, Low Atlantean, Circle sign language
Challenge 8 (3,900 XP)


  • Black Flame A Black Circle agent has been granted the power of the black flame. As a bonus action, the agent can create a ball of black fire in one hand, with lasts for up to 1 minute. The black fire sheds light that only the agent can perceive, allowing him to see normally in what is otherwise complete darkness to others.
  • Throw Black Flame A Black Circle agent can throw his black flame as a bonus action at a target within 60 feet. If the target fails a Dex save (DC 16) it takes 2d6 fire damage at the start of each of its turns for the next 1d4 rounds. The flame can be put out as an action by the target or any creature adjacent to the target.
  • Poison Use Black Circle agents prefer poisons that hamper a victim’s senses, such as Black Circle poison. When hit by a weapon coated in Black Circle poison, the victim must succeed on a Con save (DC 16) or take 2d6 poison damage and become unable to see any creature not within 5 feet of the victim. The victim can attempt a new save at the end of each of its turns to end the effect.
  • Sneak Attack (1/turn). The agent deals 5d6 extra damage with his sneak attack, as per the rogue ability.


  • Multiattack. The agent attacks with his kukri twice.
  • Kukri. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+4 slashing damage and poison.


This cloaked human wields a wicked kukri in one hand, while the other burns with a black flame.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

This is not the complete section 15 entry - see the full license for this page