Seven Knives Thug

Medium humanoid (human), neutral evil

Armor Class 13 (leather)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Stealth +4
Senses passive Perception 10
Languages Low Atlantean, Kalay
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Sapping Strike When the Seven Knives thug hits a humanoid target with an attack, the target must succeed on a Con save (DC 12) or be momentarily disoriented, granting tactical advantage on the next attack against the target before the end of the thug’s next turn.

ACTIONS

  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage.

ABOUT

This ruffian wears a red hood over leather armor. She is armed with a short sword and a sling.

Most Seven Knives thieves are simply street thugs with few skills other than the ability to gang up on outnumbered victims and intimidate the common citizens of the city. These footsoldiers are no match for the typical Thulean freebooter, but what makes them dangerous is that the Seven Knives command a virtual army of these street thugs, and the power and prestige of the guild stands behind them. A group of heroes might be able to humiliate a dozen street thugs without much trouble, but the Seven Knives won’t permit such an act of defiance to go unpunished.

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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