Flower Thief
Medium humanoid (human, elf, tiefling), True Neutral
Armor Class 16 (studded leather)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 15 (+2)
Saving Throws: DEX +7, INT +3
Skills: Acrobatics +7, Deception +8, Perception +8, Sleight of Hand +10, Stealth +10
Passive Perception 18
Languages: Common, Thieve’s Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Evasion: (see Player’s Handbook)
Sneak Attack 1/Turn: Flower Thief deals an extra 17 (5d6) damage when she has sneak attack (see Player’s Handbook).
Actions
Attack: Each Flower Thief makes one katar attack and one thrown dagger attack or two thrown dagger attacks.
Katar. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Thrown Dagger. Ranged Weapon Attack. +7 to hit, range 30 ft., one target. Hit: 6 (1d4 +4) piercing damage + Poison.
Poison: When a creature is hit with the flower thief’s thrown dagger, they must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and half damage on a successful one.
Bonus Action
Cunning Action: The flower thief can use a bonus action to take a dash, disengage, or hide action.
Reaction
Uncanny Dodge. When an attacker the flower thief can see hits them with an attack, the flower thief can use their reaction to halve the attack’s damage.
Fayne Dio
Medium Male Human Wizard, Neutral Good
Armor Class: 16 (mage armor)
Hit Points: 91 (14d6 + 42)
Speed: 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 20 (+5) 14 (+2) 10 (+0)
Saving Throws: INT +9, WIS +6
Skills: Arcana +9, History +9, Investigation +9
Senses: Passive Perception 12
Languages: Common, Halfling, Elf, Dwarven
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Spellcasting: Fayne Dio’s spellcasting ability is Intelligence (Spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will): fire bolt, minor illusion, prestidigitation, message, ray of frost
Specialized Casting (1/day): Mage Armor, Mental Barrier, Protection from Energy, Aura of Life.
Spellcasting (3/day): lightning bolt, mirror image, shield, teleport.
Actions
Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30 ft., one target. Hit: 5 (1d4+3) piercing damage.
Captain Junn
Medium Human Female Fighter, Lawful Neutral
Armor Class: 17 (studded leather)
Hot Points: 157 (15d10+75)
Speed: 30 ft.,
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 12 (+1) 10 (+0) 12 (+1)
Saving Throws: STR +8, CON +9
Skills: Acrobatics +5, Athletics +8, Animal Handling +4, Perception +5
Languages: Common and halfling
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Action Surge 1/short or long rest: Junn takes one additional action.
Indomitable 2/day: Junn can reroll a failed saving throw. She must use the new roll.
Actions
Multiattack: Captain Junnmakes three attacks with her broadsword
Broadsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (2d4+4) slashing damage.
Bonus Action
Second Wind (1/ short or long rest): Captain Junn regains 1d10+15 hit points.
Reaction
Riposte (2/day): When a creature misses Captain Junn with a melee attack, she can spend her reaction to make a melee attack against the creature. On a hit, add 1d10 extra damage to the roll.