Mordus Everdeen (Mor-dus ever-deen)
Physical Description
General Physical Condition
Apparel & Accessories
Specialized Equipment
Mental characteristics
Intellectual Characteristics
Mordus Everdeen
Medium Humanoid (Elf, Merchent, Chaotic Neutral
STR
12
( +1 )
DEX
19
( +4 )
CON
13
( +1 )
INT
16
( +3 )
WIS
16
( +3 )
CHA
18
( +4 )
Cunning Action. Mordus can use a bonus action on his turn to take the Dash, Disengage, Hide, or Use an Object action. Daggermaster. Mordus deals an additional die of damage when attacking with daggers, and doubles both the short and long ranges of a thrown dagger (included in the attack). Evasion. When Mordus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if the saving throw is successful, and only half damage if the roll is a failure. Sneak Attack. Once per turn, Mordus can deal an extra 31 (9d6) damage to one creature he hits with an attack if it has advantage on the attack roll. The attack must use a finesse or ranged weapon. Mordus doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the master thief doesn’t have disadvantage on the attack roll. Mordus' Bandanna. Mordus can cast the disguise self spell at will
Actions
- Cube of Force. Mordus presses one of the sides of his Cube of Force.
- Multiattack. Mordus uses his Dagger Flourish and makes three Dagger attacks, or two Shortsword attacks.
- Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
- Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
- Dagger Flourish. One creature that is wielding a weapon within 5 feet of Mordus must make a DC 17 Strength saving throw. On a failed saving throw, all the attacks Mordus makes against the target until the end of his turn have advantage. In addition, Mordus can choose to apply one of the following effects to the attack:
- Blinding Strike. The target has disadvantage on attack rolls it makes until the end of its next turn.
- Confounding Blades. The target can’t take reactions until the start of the target’s next turn.
- Sneaky Maneuver. The target is pushed 5 feet away from Mordus.
Reactions
- Uncanny Dodge. Mordus halves the damage that he takes from one attack that hits him. He must be able to see the attacker to use this ability.
Inventory
- 6 potions of greater healing for 250 GP each which he claims was made using the finest herbs from a place called "The Crimson Moor"
- A Heward's Handy Spice pouch for 60 GP which he claims was given to him by the famous chef Heward himself
- A Hat of Wizardry for 60 GP which he claims was crafted by mages of the extinct Masleawe empire
- A Circlet of Blasting for 220 GP which he claims was made for a princess in a place called "the Boglands"
- A Potion of Poison for 150 GP which he claims was brewed by an evil witch
- A Robe of Useful Items for 300 GP which he claims was an artifact from a forgotten age
- A Helm of Telepathy for 500 GP which he claims was used by an ancient clan of psionics to quell a demonic threat
- A Potion of Fire Breath for 100 GP which he claims was made with a red dragon's blood
- Braces of Defense for 3,000 GP which he claims were crafted by an ancient group of smith-monks
Comments