The diversion expert’s job is to distract attention away from the criminal activities of other operatives. He can use illusions to cover the activities of the cult’s thieves or to create the appearance of a more imminent threat to draw the law away, such as a fire or a riot. The diversion expert can also use spells to cover the retreat of allies should they need it. A diversion expert usually works in concert with other cult members, often three to six tengu bravos.
Diversion Expert
Small humanoid (kobold), neutral evilArmor Class 16 (studded leather, shield)
Hit Points 27 (6d6 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (‒1) | 14 (+2) | 12 (+1) | 16 (+3) | 13 (+1) | 8 (‒1) |
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Tengu
Challenge 1/2 (100 XP)
Innate Spellcasting. The diversion expert’s spellcasting ability is Intelligence (spell save DC 13). It can cast the following spells innately, requiring only verbal components:
At will: dancing lights, minor illusion
3/day each: alter self, expeditious retreat, sleep
1/day: major image
Shadow Stealth. The diversion expert can take the Hide action as a bonus action while it's in dim light or darkness.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Nakreshian Disarming Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the creature must make a Dexterity saving throw or drop whatever it's holding in one hand (attacker's choice). The DC = (5 + the attack's damage).