Saggasu (Human)
Medium humanoid (human), any non-lawful
Armor Class 12 (leather armor)
Hit Points 11 [2d8+2]
Speed
30ft
Senses passive Perception 11
Languages Mashiqi (Fluent), Qartagonian (Conversational), Falerian (Limited)
Challenge 1/8
Actions
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 1d6+1 slashing damage.
Sling: Ranged Weapon Attack: +3 to hit, range 90/180 ft., one target.
Hit: 4 1d6+1 bludgeoning damage.
Over the long history of the Mashiq, there exists a persistent population of bandits, rebels, and outlaws known as the saggasu. They live on the fringes of society, in the hills and forests of the Mashiq and are more of a social class than a specific ethnic group. Sometimes employed as mercenaries or servants, the saggasu claim no king and no ruler believing that no mortal has the authority to govern another. Socially marginal, they have never been afforded legal protections and are often captured and held in bondage. They have few qualms regarding who they raid, though their numbers swell and their targets become more directly members of the upper class during times of hardship.
The saggasu are only really found in the Mashiq, though they count members in Kanesh and southern Shanindar. They make their camps in the inaccessible hills, forests, badlands, and mountains of these regions and descend into the fertile vales and lucrative trade routes for plunder and profit.
Saggasu (Kobold)
Small humanoid (kobold), any non-lawful
Armor Class 13 (leather armor)
Hit Points 11 2d8+2
Speed
30ft
Senses darkvision 60 ft., passive Perception 10
Languages Mashiqi (Fluent), Qartagonian (Conversational), Falerian (Limited)
Challenge 1/8
Grovel, Cower, and Beg: As an action on the kobold's turn, the kobold can cower pathetically to distract nearby foes. Until the end of their next turn, their allies gain advantage on attack rolls against enemies within 10 feet of them that can see them. Once the kobold use this trait, they can't use it again until they've finished a short or long rest.
Pack Tactics: the kobold has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity: the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when the kobold, the target of their attack, or whatever they are trying to perceive is in direct sunlight.
Actions
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 1d6+2 slashing damage.
Sling: Ranged Weapon Attack: +4 to hit, range 90/180 ft., one target.
Hit: 5 1d6+2 bludgeoning damage.
Over the long history of the Mashiq, there exists a persistent population of bandits, rebels, and outlaws known as the saggasu. They live on the fringes of society, in the hills and forests of the Mashiq and are more of a social class than a specific ethnic group. Sometimes employed as mercenaries or servants, the saggasu claim no king and no ruler believing that no mortal has the authority to govern another. Socially marginal, they have never been afforded legal protections and are often captured and held in bondage. They have few qualms regarding who they raid, though their numbers swell and their targets become more directly members of the upper class during times of hardship.
The saggasu are only really found in the Mashiq, though they count members in Kanesh and southern Shanindar. They make their camps in the inaccessible hills, forests, badlands, and mountains of these regions and descend into the fertile vales and lucrative trade routes for plunder and profit.
Saggasu (Kenku)
Medium humanoid (kenku), any non-lawful
Armor Class 13 (leather armor)
Hit Points 11 2d8+2
Speed
30ft
Skills Acrobatics +4, Stealth +4
Senses passive Perception 11
Languages Mashiqi (Fluent), Qartagonian (Conversational), Falerian (Limited)
Challenge 1/8
Expert Forgery: the kenku can duplicate other creature's handwriting and craftwork. The kenku has advantage on all checks made to produce forgeries or duplicates of existing objects.
Mimicry: the kenku can mimic sounds they have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Actions
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 1d6+2 slashing damage.
Sling: Ranged Weapon Attack: +4 to hit, range 90/180 ft., one target.
Hit: 5 1d6+2 bludgeoning damage.
Over the long history of the Mashiq, there exists a persistent population of bandits, rebels, and outlaws known as the saggasu. They live on the fringes of society, in the hills and forests of the Mashiq and are more of a social class than a specific ethnic group. Sometimes employed as mercenaries or servants, the saggasu claim no king and no ruler believing that no mortal has the authority to govern another. Socially marginal, they have never been afforded legal protections and are often captured and held in bondage. They have few qualms regarding who they raid, though their numbers swell and their targets become more directly members of the upper class during times of hardship.
The saggasu are only really found in the Mashiq, though they count members in Kanesh and southern Shanindar. They make their camps in the inaccessible hills, forests, badlands, and mountains of these regions and descend into the fertile vales and lucrative trade routes for plunder and profit.
Saggasu (Gnoll)
Medium humanoid (gnoll), any non-lawful
Armor Class
Hit Points 11 2d8+2
Speed
30ft
Senses darkvision 60 ft., passive Perception 10
Languages Mashiqi (Fluent), Qartagonian (Conversational), Falerian (Limited)
Challenge 1/8
Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on her turn, the gnoll can take a bonus action to move up to half her speed and make a bite attack.
Actions
Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 5 1d6+2 piercing damage, or 6 1d8+2 piercing damage if used with two hands to make a melee attack.
Sling: Ranged Weapon Attack: +3 to hit, range 90/180 ft., one target.
Hit: 4 1d6+1 bludgeoning damage.
Over the long history of the Mashiq, there exists a persistent population of bandits, rebels, and outlaws known as the saggasu. They live on the fringes of society, in the hills and forests of the Mashiq and are more of a social class than a specific ethnic group. Sometimes employed as mercenaries or servants, the saggasu claim no king and no ruler believing that no mortal has the authority to govern another. Socially marginal, they have never been afforded legal protections and are often captured and held in bondage. They have few qualms regarding who they raid, though their numbers swell and their targets become more directly members of the upper class during times of hardship.
The saggasu are only really found in the Mashiq, though they count members in Kanesh and southern Shanindar. They make their camps in the inaccessible hills, forests, badlands, and mountains of these regions and descend into the fertile vales and lucrative trade routes for plunder and profit.
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