Rhudd

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