Seven Knives Darkblade

Medium humanoid (human), neutral evil

Armor Class 16 (studded leather)
Hit Points 66 (12d8+12)
Speed 30 ft.

14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +6, Int +3
Skills Acrobatics +6, Perception +3, Stealth +6
Senses passive Perception 13
Languages Low Atlantean, Kalay
Challenge 3 (700 XP)


  • Evasion. The darkblade takes no damage instead of half damage when it succeeds on a Dex save against an effect that deals half damage on a successful save.
  • Poisoned Blades. The darkblade can use an action to apply poison to its blades. The first creature that is hit by a poisoned blade takes 4d6 poison damage and must make a Con save (DC 13) or become poisoned. At the end of the poisoned creature’s turn, it can attempt a new save to overcome the poison. A darkblade typically applies poison before combat begins.
  • Sneak Attack (1/turn). The darkblade deals 2d6 extra damage with his sneak attack, as per the rogue ability.


  • Multiattack. The darkblade makes two kukri attacks, one with each hand.
  • Kukri. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+2 slashing damage.


Above the Seven Knives enforcers are the darkblades, the primary spies and assassins of the guild. They are chosen from the ranks of the enforcers after they have proven themselves smart, stealthy, and ruthless enough to handle the guild’s more delicate and lethal business.

Seven tiny dagger tattoos ring the left eye of this hooded woman. She wears tight-fitting leather armor and carries two wavy-bladed daggers.

Darkblades are well known throughout Quodeth by the tattoos of seven blades ringing their right eye, and the pair of wavy-bladed daggers they wear on their belts. Though the tattoos make it difficult to hide among the people of Quodeth, Seven Knives darkblades are proud of their allegiance and often walk openly within Quodeth. While responsible for countless murders, darkblades are rarely arrested and, if so, never incarcerated or executed.

The Seven Knives thieves’ guild is the most powerful guild in Quodeth, and influential in several nearby cities as well.

Guild members rule the streets and even bend nobles and panjandrums to their will, controlling whole districts of the city as a shadow government. Among their many criminal activities are brutal protection rackets, extortion, thievery, smuggling, assassination, prostitution, and political bribery.

Section 15: Copyright Notice

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

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