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Rhudd

Rhudd

Type
Region
Scope & Size
Hazards
Industry & Resource
Role & Title
Cult Operative · Subversive Agent
Affiliation & Faction
True Scales
Location
Disposition & Demeanor
Calculated · Persuasive
Key Motivation
Securing a draconic relic to validate the cult's standing and undermine King Dradoc Maengor.

Rhudd is a lean individual with sharp, observant eyes and dark hair pulled tightly into a practical tail. He wears a high-collared traveler’s doublet of muted gray wool, layered beneath a dark cloak that carries the faint scent of firewood. His hands are wrapped in supple leather gloves, constantly adjusting the iron clasp of their mantle or resting near a hidden dagger tucked at his belt.

He speaks in hushed tones, with a calm rhythm that cuts through ambient noise. Beneath his professional veneer lies an unyielding ambition, showing zero hesitation in employing deception to advance his agenda.

Landmarks & Points of Interest

No known landmarks.

Adventure Hooks

No adventures found.

Rhudd

Medium Humanoid, Neutral Evil

Armor Class 14

Hit Points 38 (7d8 + 7)

Speed 30 ft.

STR

10 (+0)

DEX

16 (+3)

CON

12 (+1)

INT

13 (+1)

WIS

14 (+2)

CHA

15 (+2)

Saving Throws Dex +5, Int +3

Skills Deception +4, Insight +4, Perception +4, Stealth +5

Senses Passive Perception 14

Languages Common, Drosauan

Challenge 2 (450 XP)

Cunning Action. On each of his turns, Rhudd can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Rhudd deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rhudd that isn’t incapacitated and Rhudd doesn’t have disadvantage on the attack roll.

Actions / Bonus Actions

Multiattack. Rhudd makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Subversive Persuasion (Recharge 5–6). Rhudd targets one creature he can see within 30 feet that can hear him. The target must succeed on a DC 12 Wisdom saving throw or be Charmed by Rhudd for 1 minute or until Rhudd or his allies deal damage to it. While Charmed in this way, the creature regards Rhudd as a trustworthy ally.

Reactions

Uncanny Dodge. Rhudd halves the damage that he takes from an attack that hits him. He must be able to see the attacker.