5e SRD >Creatures >

Maq-t

Medium humanoid (human), chaotic evil

Armor Class 18 (+1 leather, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 29 (+4) 45 (+2) 21 (+0) 01 (+0) 03 (+1)

Saving Throws Str +4, Con +4
Skills Acrobatics +6, Perception +2
Senses passive Perception 12
Languages Common, Khemitian
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Action Surge. On his turn, Maq-t can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again.
  • Improved Critical. Maq-t’s weapon attacks score a critical hit on a roll of 19 or 20.
  • Second Wind. On his turn, Maq-t can use a bonus action to regain 1d10 + 8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.

ACTIONS

  • Multiattack. Nehsi makes two Scimitar attacks or throws two spears.
  • +1 Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Spear. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

GEAR

+1 scimitar, slippers of spider climbing, potion of invulnerability, +1 leather armor, shield, spear, light horse, pouch with 25 gp.

ABOUT

One of the guards employed by Hept-f-hra, Maq-t is a lanky fellow with pale blue eyes, a renegade from another land pretending to be Khemitian. He is a very cruel and evil person of less than reputable nature. In a tight situation, he runs away as quickly as he can to save his own neck.

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