Deeka Thug (3.5e NPC)

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Deeka Thug

CR 3

deeka rogue 3
NE Medium Humanoid (Deeka)
Init/Senses +7/Listen +0, Spot +0
Languages Common, Deeka, Elven
AC 17, touch 13, flat-footed 14
(+3 armor (studded leather (mwk)),+1 shield (buckler (mwk)), +3 Dexterity)
hp 13 (3 HD)
Fort/Ref/Will +1/+6/+0
Speed 30 ft. (6 squares) in studded leather (mwk), base speed 30 ft.
Melee rapier (mwk) +7/ (1d6+2/18-20 ×2) or
Melee sap +5/(1d4)
Ranged hand crossbow (mwk)+7/ (1d4/19-20 ×2) 30 ft. range
Base Atk/Grp +2/+2
Special Actions Sneak Attack +2d6
Abilities Str 14, Dex 17, Con 11, Int 14, Wis 8, Cha 8
SQ Bright-light Vision, Immunity to Magical Blinding, Dark Weakness, Trapfinding, Evasion, Trap Sense +1
Feats Armor Proficiency (Light), Simple Weapon Proficiency, Martial Weapon Proficiency with the hand crossbow, rapier, sap, shortbow, and short sword only, Improved Initiative, Weapon Finesse (rapier)
Skills +8 Climb (Str), +9 Escape Artist (Dex), +13 Hide (Dex), +4 Jump (Str), +4 Knowledge (architecture) (Int), +5 Listen (Wis), +9 Move Silently (Dex), +1 Perform (sing) (Cha), +3 Ride (Dex), +9 Sleight of Hand (Dex), +5 Spot (Wis), +9 Tumble (Dex)
Possessions 20 bolts, acid (flask) ×2, alchemist’s fire (flask) ×2, smokestick, tanglefoot bag, potion of cure light wounds ×3, vial of drow poison, 210 gp
Spell-like Abilities light: 3 times per day (DC 9)—daylight: once per day (DC 13). Caster level 3. The save DC is Charisma-based.
Dark Weakness (Ex) −1 to all attack rolls, savings throws and skill checks at night or in areas of magical darkness, or when kept away from the sun for 24 hours.
Bright-light Vision (Ex) Deeka are able to see in conditions of bright or blinding light without any difficulty.
Immunity to Magical Blinding (Su) Deeka eyes are very resistant, and magical blindness has no effect on them.

Dressed in clean white cloaks covering their clean studded leather, he smirks with a mischievous grin.

Deeka thugs prowl the streets at night looking for honest folks to beat up and mug. They prefer to get the drop on enemies with their saps, moving from one target to another, coordinating, and working in small gangs to increase success.

Back to Main Page3.5e HomebrewNPCsCR 3

Back to Main Page3.5e HomebrewNPCsECL 3

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