5e SRD >Creatures >


Medium humanoid (human), chaotic evil

Armor Class 17 (+1 studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

14 (+2) 28 (+4) 44 (+2) 21 (+0) 00 (+0) 00 (+0)

Saving Throws Dex +7, Int +3
Skills Deception +6, Perception +6, Sleight of Hand +10
Senses passive Perception 16
Languages Common, Khemitian
Challenge 5 (1,800 XP)


  • Cunning Action. Gerhit can take a Dash, Disengage, or Hide action as a bonus action on each of his turns in combat.
  • Evasion. When Gerhit is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  • Fast Hands. Gerhit can use the bonus action granted by his Cunning Action to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
  • Second-Story Work. Climbing does not cost Gerhit extra movement. In addition, when Gerhit makes a running jump, the distance he covers increases by 4.
  • Sneak Attack. Gerhit can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn’t incapacitated, and Gerhit doesn’t have disadvantage on the attack roll.
  • Uncanny Dodge. When an attacker that Gerhit can see hits him with an attack, he can use his reaction to halve the attack‘s damage against him.


  • +1 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  • +1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


+1 studded leather, +1 shortsword, +1 dagger, potion of haste, potion of greater healing, 1,200 sp (under pallet where he sleeps).


Gerhit is a follower of Sebk. Because he provides an excuse for Shenau to be in the village, and because his son serves as a useful spy, Gerhit gets a fair sum from the chief. He has no love for anyone other than himself, including his own son Hep-thait, whom he finds annoying at best but useful as a tool. Gerhit is rather cowardly, and in a tight situation either runs away or surrenders – if he thinks that by doing so he’ll save his skin.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

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