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ZHENTARIM AGENTS

A group of agents loyal to the Zhentarim

Introduction: You meet a caravan on the lonely road only to discover they are agents of the
dreaded Zhentarim faction of the Realms.

by : T. A. THOMPSON

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
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This work contains material that is copyright wizards of the coast and/or other authors. Such material is used with permission under the community content agreement for Dungeon
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All other original material is copyright 2016 by T.A.. Thompson and published under the community content agreement for Dungeon Masters Guild.

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Zhentarim Agents
”The Black Network spreads across the lands like a Zhentarim Sergeant
demon fog at high night taking everything into its Medium humanoid , lawful evil
maw; devouring every bite with its pithy nature.”
—Ramas Reine, Armor Class: 16 (half plate )
Hit Points: 39 (6d8+12)
Human Wizard serving the Harpers
Speed: 30 ft.
STR DEX CON INT WIS CHA
Description 16 (+3) 12 (+1) 15 (+2) 12 (+1) 10 (+0) 11 (+0)
A resource of various Zhentarim agents to use
in encounters involving their organization. Skills: Athletics +5, Intimidation +4
Saving Throws: STR +5, CON +4
Senses: passive Perception 10
Languages: any one language (usually Common)
Zhentarim Guard Challenge: 2 (450XP)
Medium humanoid , lawful evil
Armor Class: 16 (scale mail, shield) Multiattack: The sergeant makes two attacks
Hit Points: 19 (3d8+6) per turn.
Speed: 30 ft. Pack Tactics:: The sergeant has advantage on
STR DEX CON INT WIS CHA an attack roll if at least one of the sergeant’s
16 (+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) allies is within 5 feet of the creature and the
ally isn’t incapacitated.
Skills: Athletics +5, Intimidation +2
Saving Throws: STR +5, CON +4 Leadership Training (recharges after a Short
Senses: passive Perception 10 or Long Rest): The sergeant can as a bonus
Languages: any one language (usually Common) action inspire his troops who are within 30
Challenge: 1/2 (100XP) feet of him and can see and hear him. The
inspired creatures gain advantage on their
Pack Tactics:: The guard has advantage on an next attack roll, ability check, or saving throw.
attack roll if at least one of the guard’s allies is ACTIONS:
within 5 feet of the creature and the ally isn’t
incapacitated. Flail: Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8(1d8+3) bludgeoning
Shield Training: If the guard takes the Attack damage.
action on its turn, it can use a bonus action to
try and shove a creature within 5 feet of it Long Sword: Melee Weapon Attack: +5 to hit,
with its shield. reach 5 ft., one target. Hit: 8 (1d6+3) slashing
damage.
ACTIONS:
Mace: Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage.

Short Sword: Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6+3) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 2
Zhentarim Scout Zhentarim Spy
Medium humanoid , lawful evil Medium humanoid , lawful evil
Armor Class: 15 (studded leather) Armor Class: 13 (leather armor)
Hit Points: 16 (3d8+3) Hit Points: 27 (5d8+5)
Speed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10(+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 10 (+0) 10 (+3) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

Skills: Perception +3, Stealth +5 Skills: Deception +5, Persuasion +5, Stealth +4
Saving Throws: DEX +5 Saving Throws: DEX +4, CHA +5
Senses: passive Perception 13 Senses: passive Perception 13
Languages: any one language (usually Common) Languages: any one language (usually Common)
Challenge: 1/2 (100XP) Challenge: 1 (200XP)

Keen Hearing and Sight: The scout has Cunning Action: The spy can use a bonus action
advantage on Wisdom (Perception) checks on each of its turns to take the Dash,
that rely on hearing or sight. Disengage, or Hide action.

Concealment Training: The scout can take a Stealth Training: (1/Turn). The spy deals an
bonus action on each of its turns in combat to extra 3 (1d6) damage when it hits a target with
either Disengage or Hide. If using the Hide a weapon attack and has advantage on the
action, the scout has advantage on its attack roll, or when the target is within 5 feet
Dexterity (Stealth) check. of an ally of the spy that isn’t incapacitated
and the spy doesn’t have disadvantage on the
ACTIONS: attack roll.
Dagger: Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft., or range 20/60ft., one target. ACTIONS:
Hit: 6 (1d4+3) piercing damage. Dagger: Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft., or range 20/60ft., one target.
Short Sword: Melee Weapon Attack: +5 to hit, Hit: 4(1d4+2) piercing damage, plus an extra 2
reach 5 ft., one target. Hit: 7 (1d6+3) piercing (1d4) poison damage.
damage.
Hand Crossbow: Ranged Weapon Attack: +4 to hit,
Shortbow: Ranged Weapon Attack: +5 to hit, range range 30/120 ft., one target. Hit: 5 (1d6+2)
80/320., one target. Hit: 7(1d6+3) piercing piercing damage, plus an extra 2 (1d4) poison
damage. damage.

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Zhentarim Sorcerer Zhentarim Enforcer
Medium humanoid , lawful evil Medium humanoid (half-orc) , lawful evil
Armor Class: 13 (Mage Armor) Armor Class: 14 (hide & chain shirt)
Hit Points: 39 (6d8+12) Hit Points: 58 (9d8+18)
Speed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills: Deception +5, Intimidation +5, Skills: Athletics +6, Intimidation +3


Persuasion +5 Saving Throws: STR +6, CON +5
Saving Throws: CON +4, CHA +5 Senses: passive Perception 10
Senses: passive Perception 11 Languages: any two languages (usually Common
Languages: any one language (usually Common) and Orc)
Challenge: 2 (450XP) Challenge: 3 (700XP)

Magical Armor: The sorcerer knows the spell Brave: The enforcer has advantage on saving
Mage Armor and can cast it at will on itself throws against being frightened.
without expending a spell slot.
Reckless: At the start of its turn, the enforcer
Spellcasting: The sorcerer is a 4th- spell caster.
can gain advantage on all melee weapon
Its spellcasting ability is Charisma (spell save
attack rolls during that turn, but attack rolls
DC 13, +5 to hit with spell attacks). It has the
against it have advantage until the start of its
following sorcerer spells prepared:
next turn.
Cantrips (at will): acid splash, chill touch, fire bolt,
poison spray, and true strike Relentless Endurance:(recharge after long
1st level (4 slots): burning hands, charm person, ray rest). When the enforcer is reduced to 0 hit
of sickness points but not killed outright, it can drop to 1
2 level (3 slots): crown of madness, scorching ray
nd
hit point instead.

ACTIONS: Savage Training: The half-orc enforcer has an


Dagger: Melee or Ranged Weapon Attack: +2 to hit, improved critical hit range of (19-20) and adds
reach 5 ft., or range 20/60ft., one target. an extra 1d6 damage to the total damage dealt
Hit: 2 (1d4) piercing damage, plus an extra from the critical hit.
2 (1d4) poison damage.
ACTIONS:
Quarterstaff: Melee Weapon Attack: +2 to hit, Greataxe: Melee Weapon Attack: +6 to hit, reach
one target. Hit: 3 (1d6) bludgeoning damage, or 5 ft., one target. Hit: 10 (1d12+3) slashing
4 (1d8) if wielded with two hands. damage.

Maul: Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 11 (2d6+3) bludgeoning damage.

“Z” letter on cover page from Alphabets & Numbers


of the Middle Ages by Henry Shaw published in 1845
and currently under the free public domain usage.

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