Medium humanoid, neutral evil
- Armor Class
- 17 (disarming charm)
- Hit Points
- 110 (20d8 + 20)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Dex +5, Int +5
- Skills
- Stealth +8, Deception +11, Acrobatics +5, Persuasion +11, Investigation +8, Sleight of hand +5
- Senses
- passive Perception 13
- Languages
- Common, Thieves' cant
Traits
While Forge isn't wearing armor, his AC includes his Charisma modifier.
If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit.
If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn't incapacitated.
Actions
Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 24 (7d6) poison damage, and the target is poisoned until the end of its next turn.
Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 24 (7d6) poison damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge's next turn.
Bonus Actions
Reactions
Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.