An appropriator is sent by the Order to obtain important information and items by any means necessary. The appropriator is as much a skilled merchant as professional burglar, and if one method fails, they will use the other. A magic sigil, tattooed upon the agent’s body in an unobtrusive area, provides an extra magical boost to their attacks.
Appropriator
Medium humanoid (any race), neutralArmor Class 15 (studded leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 13 (+1) | 13 (+1) | 12 (+1) | 16 (+3) |
Skills Acrobatics +5, Athletics +2, Perception +5, Persuasion +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 13
Languages any two
Challenge 4 (1,100 XP)
Cunning Action. On each of its turns, the appropriator can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves’ tools to disarm a trap or open a lock.
Expertise. The appropriator’s proficiency bonus is doubled for any ability checks made using the Perception, Persuasion, Sleight of Hand, or Stealth skills.
Actions
Multiattack. The appropriator makes two melee or ranged attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4) acid damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) acid damage.