The Fourth Knife

Medium humanoid (human), neutral evil

Armor Class 17 (studded leather, cloak of protection)
Hit Points 78 (12d8+24)
Speed 30 ft.

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

Saving Throws Str +6, Dex +8, Con +7, Int +4, Wis +5, Cha +5; +3 bonus to saves against poison
Skills Deception +4, Intimidate +4, Perception +4, Stealth +7
Senses passive Perception 14
Languages Low Atlantean, Kalay
Challenge 5 (1,800 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 weapons. The first creature hit by a poisoned weapon 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, but takes an additional 4d6 poison damage if that save is failed.
  • Sneak Attack (1/turn). The Fourth Knife deals 4d6 extra damage with his sneak attack, as per the rogue ability.


  • Multiattack. The Fourth Knife makes three serrated dagger attacks, or two javelin attacks.
  • Serrated Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage and the target takes an additional 2d4+4 damage at the end of its next turn unless it is magically healed or treated with a Wisdom/Medicine check (DC 15).
  • Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 1d6+4 piercing damage.


The leaders of the Seven Knives are, of course, the Seven Knives. Most keep their identities secret, and are in fact powerful nobles or wealthy merchants who hide behind a façade of respectability. That cannot be said for the Fourth Knife. There are few in the city of Quodeth who do not know of the master assassin of the Seven Knives. While other leaders of the Knives have dozens or even hundreds of followers, the Fourth Knife appears to work alone. If he has a network of spies, informants, and assistants; no one knows who they are, not even the members of the network itself. When grave threats to the guild appear-or when great insults have been flung into the guild’s teeth-the Fourth Knife steps in to put matters to rights.

None can speak with certainty of the Fourth Knife’s motivation. He seems to take great joy in cutting down the elite nobility and corrupt politicians of Quodeth. He is an agent of chaos in the city, a wildcard that no one can fully control-not even his fellow leaders in the Knives.

This tall, strongly built man is surprisingly nimble for his size.

He wears a suit of well-creased black leather armor, tall boots, and a hooded gray cloak laced with tiny razor-sharp blades.

He carries a set of short ebony-tipped javelins in a quiver on his back, and a long-bladed serrated knife on his belt.

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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