phaedra

NPCs

Assassins, Spies, and Ambitious Upstarts (Thieves Guild NPCs #2)

Explore the underbelly of your fantasy realm with this week's exciting ensemble of NPCs, all members of the infamous criminal organization, "The Syndicate". This multipart series offers a diverse and captivating cast for your campaign, from the deadly human assassin Moros Thorn, to the charming half-elf spy, Morwen Starshroud

Published: June 17th, 2023

Written by: JL

The Syndicate: A New Band of Intriguing NPCs

Each week, I delight in presenting a diverse assembly of Non-Player Characters (NPCs) that you can seamlessly weave into your campaign. This week, we have the second entry of the notorious thieves guild known as "The Syndicate".
These NPCs are part of an intricate and larger project I've been engrossed in—a comprehensive guidebook on the creation and management of thieves' guilds for your immersive narratives. This week, we're going to meet:
  1. Moros Thorn: A lone wolf assassin, respected and feared in equal measures within The Syndicate. His pet snake, Seraphina, is his preferred company.
  2. Lorian Umberloch: This brooding elf, the chief enforcer, executes the Syndicate's most perilous and covert missions with deadly finesse.
  3. Phaedra Silverleaf: The ambitious newcomer, Phaedra is keen on proving her worth and climbing the ranks of The Syndicate.
  4. Azreal Nightcloak: This half-elf spy melds into the high-end society, extracting valuable intelligence while concealing her lethal intentions.
  5. Morwen Starshroud: A dashing half-elf, Morwen is a master of disguise, and his charming persona allows him to gather crucial information without suspicion.
For each character, there are:
  • Stat Blocks: Everything you need to run this character in combat
  • Backgrounds: Vibrant histories that add depth to these characters, allowing you to comprehend their motivations and alignments better.
  • Plot Hooks: Potential narratives or events that can intertwine these characters within your own campaign, promising seamless integration.
As always, I hope you enjoy these characters as much as I enjoyed making them.

moros

Moros Thorn

Name: Moros Thorn
Race: Human
Class: Rogue

Description:

Moros is a master of death, able to take out his targets with precision and efficiency, making him a valuable asset to The Syndicate. He's a bit of a loner, preferring the company of his pet snake over other people.

Physical Appearance

Moros is a tall, lean man with sharp features and a pale complexion. His dark, shoulder-length hair frames his cold, calculating eyes. He wears black leather armour adorned with dark green accents, allowing him to blend into the shadows with ease. A small, venomous snake is often coiled around his arm or neck, its piercing gaze as unnerving as its master's.

Background

Moros Thorn was raised by The Syndicate, a powerful criminal organization after they discovered his innate talent for assassination. He quickly rose through the ranks and became one of their most skilled and feared killers. Despite his loyalty to The Syndicate, Moros prefers solitude and the company of his pet snake, Seraphina, over the camaraderie of his fellow assassins.

Motivations

Short term: Establish himself as a reputable and dependable member of the Syndicate.
Long-term: Discover the truth about his origins and uncover any hidden secrets about his past that The Syndicate might be hiding from him. He seeks answers about his family and why he was chosen by The Syndicate.

Tactics

Moros meticulously plans each assassination, gathering intelligence on his target and their habits. He prefers to strike from the shadows, using poison, a well-placed dagger, or even his pet snake to silently eliminate his mark. He takes great pride in his work and leaves no trace of his presence.

Plot Hooks

  • A prominent local figure has been found dead under mysterious circumstances, and the players are hired to investigate. They soon discover a connection to The Syndicate and Moros Thorn.
  • The players are hired to protect a high-profile target who has been marked for death by The Syndicate. They must contend with Moros Thorn's cunning and ruthlessness as they try to keep their charge alive.
  • The players stumble upon a clandestine meeting between Moros Thorn and a corrupt official. They must decide whether to confront him, gather more information, or report their findings to the authorities.


Moros Thorn

Medium Humanoid

Armor Class

15

Hit Points

65 (10d8 + 20)

Speed

30 ft.

STR

10 (0)

DEX

18 (4)

CON

14 (2)

INT

13 (1)

WIS

12 (1)

CHA

16 (3)

Skills

Stealth +7, Perception +4

Senses

passive Perception 14

Languages

Common

Challenge

6 (2,300 XP)

Assassinate:

Moros Thorn has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit Moros Thorn scores against a surprised creature is a critical hit.

Damaging Aura:

Any creature who moves within 10 feet of Moros Thorn or who starts their turn there takes 10 (3d6) poison damage.

Damaging Weapon:

Moros Thorn's melee weapon attacks deal an extra 10 (3d6) poison damage.

Delights in Suffering:

When attacking a target whose current hit points are below half their hit point maximum, Moros Thorn has advantage on attack rolls and deals an extra 6 (1d6+3) piercing damage when they hit.

Sneaky:

Moros Thorn has advantage on Dexterity (Stealth) checks.

Actions

Multiattack:

Moros Thorn makes two attacks with his short sword.

Shortsword:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow:

Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Reactions

Parry and Riposte (Recharge 6):

Moros Thorn adds +3 to his Armor Class against one melee attack that would hit him. If the attack misses, Moros Thorn can immediately make a shortsword attack against the creature making the parried attack.



lorian

Lorian Umberloch

Name: Lorian Umberloch
Race: Elf
Class: Rogue

Description:

A brooding and mysterious elf, Lorian is The Syndicate's chief assassin and enforcer. He carries out the guild's most dangerous and sensitive missions, eliminating anyone who poses a threat to the guild's operations. Lorian is a master of stealth and combat, able to take down targets with deadly precision and efficiency.

Physical Appearance

Lorian is a tall, lean elf with sharp, angular features. His long, black hair is often pulled back in a tight ponytail, revealing his pointed ears and piercing, ice-blue eyes. Lorian's skin is pale, almost ashen, contrasting sharply with the dark, form-fitting leather armor he wears. He moves with a fluid, cat-like grace, his every step seemingly calculated and precise.

Background

Born into a life of crime, Lorian was taken in by The Syndicate at a young age, after his parents were killed in a botched heist. He quickly proved himself to be a prodigy in the arts of stealth and assassination, rising through the ranks to become the chief enforcer of the guild. Lorian is fiercely loyal to The Syndicate and will stop at nothing to protect its interests.

Motivations

Short term: Continue carrying out the guild's most dangerous and sensitive missions, ensuring the safety and success of The Syndicate.
Long-term: Establish a network of loyal spies and informants throughout the city, gaining control over valuable information. Lorian aims to have eyes and ears in every corner of the criminal underworld, making him the ultimate source of knowledge and power.

Tactics

Lorian employs a combination of stealth, cunning, and lethal combat skills to achieve his goals. He is a master of infiltration, able to slip in and out of heavily guarded areas with ease. In combat, Lorian is a deadly adversary, using his agility and speed to strike with lethal precision. He is also a skilled manipulator, able to turn enemies against each other and exploit weaknesses to his advantage.

Plot Hooks

  • The party is hired to investigate a series of mysterious deaths, all of which are revealed to be the work of Lorian, who is eliminating potential threats to The Syndicate.
  • One of the party members is framed for a crime they did not commit. As they try to clear their name, they cross paths with Lorian, who has been sent by The Syndicate to ensure the framed party member is silenced.
  • The party is tasked with infiltrating a rival criminal organization and discovers that Lorian has been sent on a similar mission by The Syndicate. The two groups must decide whether to cooperate or compete in achieving their goals.


Lorian Umberloch

Medium Elf, Rogue Assassin

Armor Class

15

Hit Points

65 (10d8 + 20)

Speed

30 ft.

STR

10 (0)

DEX

18 (4)

CON

14 (2)

INT

14 (2)

WIS

12 (1)

CHA

14 (2)

Skills

Acrobatics +9, Deception +6, Insight +4, Intimidation +6, Perception +4, Stealth +9

Senses

Darkvision 60 ft., passive Perception 14

Languages

Common, Elvish, Thieves' Cant

Challenge

7 (2,900 XP)

Assassinate:

Lorian has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit Lorian scores against a surprised creature is a critical hit.

Evasion:

When Lorian 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 he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack:

Once per turn, Lorian can deal an extra 21 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Lorian that isn't incapacitated and Lorian doesn't have disadvantage on the attack roll.

Actions

Multiattack:

Lorian makes two attacks with his shortswords.

Shortsword:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) piercing damage, or 10 (1d6 + 4 + 1d6) piercing damage if used with Sneak Attack.

Reactions

Uncanny Dodge:

When an attacker that Lorian can see hits him with an attack, he can use his reaction to halve the attack's damage against him.



phaedra

Phaedra Silverleaf

Name: Phaedra Silverleaf
Race: Half-Elf
Class: Rogue

Description:

She is a newcomer to The Syndicate, having recently been recruited for her impressive skills in stealth and subterfuge. She is a quick learner and eager to prove herself to her superiors. Despite her youth, she is already a skilled assassin and her ambition knows no bounds.

Physical Appearance

Phaedra is a lithe, graceful half-elf with pale skin, silver hair, and piercing ice-blue eyes. She stands at 5'6" with a slender but athletic build, her movements fluid and purposeful. Her attire is dark, form-fitting clothing, perfect for blending into the shadows.

Background

Phaedra Silverleaf is a newcomer to The Syndicate, having recently been recruited for her impressive skills in stealth and subterfuge. Despite her youth, she is already a skilled assassin and her ambition knows no bounds. She is a quick learner and eager to prove herself to her superiors.

Motivations

Short term: Earn the respect and trust of her superiors in The Syndicate.
Long-term: Ascend the ranks of The Syndicate and become a powerful figure within the organization.

Tactics

Phaedra relies on her stealth, cunning, and ruthless efficiency to complete her missions. She is not afraid to take risks and is always looking for opportunities to showcase her skills. She is assertive and unyielding in her pursuit of her goals, and will not hesitate to eliminate anyone who stands in her way.

Plot Hooks

  • Phaedra is given a high-profile assassination target by The Syndicate, and the players must either help her complete the mission or prevent her from succeeding.
  • The players stumble upon information that implicates Phaedra in a recent crime or assassination, and must decide whether to confront her, report her to the authorities, or use the information to their advantage.
  • Phaedra approaches the players with a proposition: she needs their help to complete a dangerous mission for The Syndicate, in exchange for valuable information or assistance in their own endeavors.


Phaedra Silverleaf

Medium Humanoid (Elf)

Armor Class

15

Hit Points

65 (10d8 + 20)

Speed

35 ft.

STR

10 (0)

DEX

18 (4)

CON

14 (2)

INT

14 (2)

WIS

12 (1)

CHA

10 (0)

Skills

Acrobatics +7, Deception +2, Insight +3, Perception +3, Stealth +7

Senses

darkvision 60 ft., passive Perception 13

Languages

Common, Elvish

Challenge

3 (700 XP)

Fey Ancestry:

Phaedra has advantage on saving throws against being charmed, and magic can't put her to sleep.

Sneaky:

Phaedra has advantage on Dexterity (Stealth) checks.

Delights in Suffering:

When attacking a target whose current hit points are below half their hit point maximum, Phaedra has advantage on attack rolls and deals an extra 3 (1d6) damage when she hits.

Actions

Multiattack:

Phaedra makes two shortsword attacks.

Shortsword:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Poisoned Dagger:

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.

Vial of Poison (1/day):

Phaedra can throw a vial of poison at a target within 30 feet. The target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Disengage:

Phaedra takes the Disengage action and moves up to her speed without provoking opportunity attacks.

Reactions

Parry and Riposte (Recharge 6):

Phaedra adds +3 to her Armor Class against one melee attack that would hit her. If the attack misses, she can immediately make a shortsword attack against the creature making the parried attack.



azreal

Azreal Nightcloak

Name: Azreal Nightcloak
Race: Half-Elf
Class: Bard

Description:

Azreal Nightcloak is a seductive and dangerous spy who works for The Syndicate. She's a master of manipulation and seduction, able to get anyone to do her bidding. She's often seen in high-end nightclubs and parties, gathering information from the city's elite. She's a skilled fighter and carries a concealed weapon for emergencies.

Physical Appearance

Azreal Nightcloak is a tall and slender half-elf with long, flowing black hair and piercing violet eyes. Her skin is a pale, silvery hue, which only adds to her mysterious allure. She is always dressed in elegant, form-fitting attire that allows her to blend into high society while also concealing her deadly weapons.

Background

Born to a human mother and elven father, Azreal was abandoned at a young age and taken in by The Syndicate, a powerful criminal organization. She was trained in the arts of espionage, seduction, and combat, becoming one of their most valuable assets. She now spends her days infiltrating high-end nightclubs and parties, gathering information from the city's elite for her employers.

Motivations

Short term: To gather valuable intel for The Syndicate and maintain her cover within high society.
Long-term: Expose a high-ranking member of The Syndicate who has been secretly working against the organization's interests and eliminate the threat they pose.

Tactics

Azreal uses her charm, wit, and seductive powers to manipulate those around her, extracting information and favours with ease. She is a skilled fighter, able to defend herself in close quarters with her concealed weapons. Her high risk-taking and adaptability allow her to navigate dangerous situations with confidence.

Plot Hooks

  • The players are hired by a noble to investigate a series of blackmail cases among the city's elite. Their investigation leads them to Azreal, who is using her connections to gather information for The Syndicate.
  • While attending a high-end party, the players witness Azreal in action as she expertly manipulates a powerful politician. Intrigued, they may choose to confront her or follow her to learn more about her intentions.
  • A member of the players' party catches Azreal's eye, and she decides to use them to further her goals within The Syndicate. She approaches them with an offer they can't refuse, drawing the entire party into her web of intrigue.


Azreal Nightcloak

Medium Half-Elf

Armor Class

12

Hit Points

95 (10d10 + 30)

Speed

30 ft.

STR

10 (0)

DEX

18 (4)

CON

16 (3)

INT

14 (2)

WIS

12 (1)

CHA

20 (5)

Skills

Deception +8, Insight +4, Investigation +6, Perception +4, Persuasion +8, Sleight of Hand +8, Stealth +8

Senses

darkvision 60 ft., passive Perception 14

Languages

Common, Elvish, Thieves' Cant

Challenge

5

Damaging Weapon:

Azreal's melee weapon attacks deal an extra 5 (1d6 + 2) damage.

Delights in Suffering:

When attacking a target whose current hit points are below half their hit point maximum, Azreal has advantage on attack rolls and deals an extra 5 (1d6 + 2) damage when she hits.

Actions

Multiattack:

Azreal makes two melee attacks.

Shortsword:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage.

Poisoned Dagger:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.

Reactions

Parry and Riposte (1/round):

Azreal adds +3 to her Armor Class against one melee attack that would hit her. If the attack misses, she can immediately make a shortsword attack against the creature making the parried attack.



morwen

Morwen Starshroud

Name: Morwen Starshroud
Race: Half-Elf
Class: Bard

Description:

Morwen is a dashing and debonair half-elf spy who works for the Syndicate. He's a master of disguise, able to blend in with any crowd and gather information without arousing suspicion. Morwen is also a skilled duelist, able to fend off attackers with his quick reflexes and sharp wit. He's a bit of a ladies' man, often using his charm to gain the trust of his targets.

Physical Appearance

Morwen is a tall and slender half-elf with a dashing appearance. He has dark, wavy hair that falls to his shoulders, and piercing green eyes that seem to see through people. His skin is a light tan, betraying his mixed heritage. He typically dresses in stylish, yet functional clothing that allows him to blend in with various social circles.

Background

Morwen was born to an elven mother and a human father, growing up in a diverse community where he learned the art of diplomacy and deception. As he grew older, he was recruited by the Syndicate, a powerful organization that specializes in espionage and covert operations. Morwen quickly rose through the ranks, becoming one of their top agents.

Motivations

Short term: Gather valuable information for the Syndicate and maintain his cover.
Long-term: Uncover a hidden conspiracy within the Syndicate itself and eliminate those who threaten the organization's stability and control. Tactics
Morwen uses his charm and wit to gain the trust of those around him, often playing the role of a ladies' man to get close to his targets. He is a master of disguise, able to take on different personas to blend in with any crowd. In combat, Morwen relies on his quick reflexes and sharp wit to outmaneuver his opponents, using his skills as a duelist to fend off attackers.

Plot Hooks

  • The party is tasked with tracking down a spy who has infiltrated a noble's court. They soon discover that the spy is none other than Morwen Starshroud, who has been gathering information on the noble's political dealings.
  • Morwen approaches the party with an offer to help them in their current quest, claiming that their goals align with those of the Syndicate. Can he be trusted, or is he simply using the party for his own ends?
  • The Syndicate hires the party to assist Morwen in a high-stakes heist. They must work together to infiltrate a heavily guarded fortress and retrieve a valuable artifact before it falls into the wrong hands.


Morwen Starshroud

Medium Humanoid

Armor Class

15

Hit Points

127 (17d8 + 51)

Speed

30 ft.

STR

10 (0)

DEX

18 (4)

CON

16 (3)

INT

14 (2)

WIS

12 (1)

CHA

20 (5)

Skills

Deception +9, Insight +4, Investigation +6, Perception +4, Persuasion +9, Sleight of Hand +8, Stealth +8

Senses

darkvision 60 ft., passive Perception 14

Languages

Common, Elvish, Thieves' Cant

Challenge

7 (2,900 XP)

Damaging Weapon:

Morwen's rapier attacks deal an extra 7 (2d6) piercing damage.

Mark the Target:

When Morwen hits a target with a ranged attack, allies of Morwen who can see the target have advantage on attack rolls against the target until the start of Morwen's next turn.

Reposition (1/day):

Each ally within 60 feet of Morwen who can see and hear him can immediately move their speed without provoking opportunity attacks.

Actions

Multiattack:

Morwen makes three attacks with his rapier.

Rapier:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage.

Shortbow:

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 5) piercing damage.

Reactions

Parry and Riposte (1/round):

Morwen adds +3 to his Armor Class against one melee attack that would hit him. If the attack misses, Morwen can immediately make a rapier attack against the creature making the parried attack.



Artwork Credits: All artwork in this article was generated by me (JL) using MidJourney V5

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