Pickpockets, Fences, and Other Nefarious Characters (Thieves Guild NPCs #1)
Delve into the shadowy corners of your fantasy world with this week's thematic set of NPCs hailing from the notorious thieves guild, "The Syndicate". This multi-part series provides an intriguing cast for your campaign, from a shrewd Tiefling fence to a flamboyant gnome pickpocket.
Published: June 9th, 2023
Written by: JL
Each week I put together a set of NPCs for you to steal and drop into your campaign. Each set of NPCs has some overarching theme that ties them together (e.g. "Evil Goblins").
This week, we're starting the first of several NPC releases based around a thieves guild called "The Syndicate". These NPCs are one part of a larger work that I'm tackling over the next few months (a guide book on creating and running thieves guilds in your campaigns).
Here's what you can expect with each NPC:
Stat Blocks: Quantitative data on their abilities, health, skills, and more. These provide the practical base from which their story unfolds.
Backgrounds: Vibrant histories that flesh out the characters, make them unique, and help you understand their motivations and alignments.
Plot Hooks: Potential storylines or events that could entangle these characters into your own narratives, thus, ensuring smooth incorporation.
As always, I hope you enjoy these characters as much as I enjoyed creating them.
Kallista Carnago
Name: Kallista Carnago
Race: Tiefling
Class: Rogue
Description: A fence who specializes in rare and exotic goods. Lena is a shrewd businesswoman who knows how to turn a profit. She's known to wear a black rose in her hair as a symbol of her affiliation with the Syndicate.
Physical Appearance
Kallista is a tall, slender woman with dark, wavy hair that falls past her shoulders. Her eyes are a piercing shade of green, and she has a sharp, angular face. She dresses in elegant, yet practical clothing, often adorned with exotic jewelry. A black rose is always present in her hair, signifying her allegiance to the Syndicate.
Background
Kallista grew up in a family of merchants, learning the tricks of the trade from a young age. As she matured, she developed a keen eye for rare and valuable items, eventually turning her attention to the black market. She became a fence, specializing in exotic goods, and quickly gained a reputation for her shrewd business sense and ability to turn a profit. Her success caught the eye of the Syndicate, a powerful criminal organization, and she was soon offered a position within their ranks.
Motivations
Short term: Expand her network of suppliers and clients to increase profits.
Long term: Gain enough power and influence within the Syndicate to become a key decision-maker.
Tactics
Kallista uses her extensive knowledge of rare items and her keen sense of value to identify lucrative deals. She is an expert negotiator, using her assertiveness and charisma to secure the best possible terms for herself and the Syndicate. She is also highly organized and diligent, ensuring that her operations run smoothly and efficiently.
Plot Hooks
A valuable artifact has been stolen from a local museum, and Kallista is rumored to be the one who can locate it. The players are hired to retrieve the artifact by any means necessary.
A rival criminal organization is encroaching on Syndicate territory, and Kallista needs the players' help to protect her interests and drive the competition out of town.
Kallista has a lead on a hidden cache of rare and powerful magical items. She hires the players to help her track down and secure the cache before it falls into the wrong hands.
Kallista Carnago
Medium Humanoid (Human)
Armor Class
15 (studded leather)
Hit Points
95 (10d8 + 40)
Speed
30 ft.
STR
10 (0)
DEX
18 (4)
CON
14 (2)
INT
16 (3)
WIS
12 (1)
CHA
20 (5)
Saving Throws
Dex +8, Int +6, Cha +9
Skills
Acrobatics +8, Deception +9, Insight +4, Investigation +6, Perception +4, Persuasion +9, Sleight of Hand +8, Stealth +8
Senses
passive Perception 14
Languages
Any four languages
Challenge
5 (1,800 XP)
Damaging Aura:
Any creature who moves within 10 feet of Kallista or who starts their turn there takes 5 (1d10) psychic damage.
Damaging Weapon:
Kallista’s melee weapon attacks deal an extra 5 (1d10) psychic damage.
Delights in Suffering:
When attacking a target whose current hit points are below half their hit point maximum, Kallista has advantage on attack rolls and deals an extra 5 (1d10) psychic damage when she hits.
Spellcasting:
Kallista is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Kallista has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, disguise self, shield
2nd level (3 slots): detect thoughts, invisibility
3rd level (3 slots): counterspell, fireball
4th level (3 slots): charm monster, greater invisibility
5th level (2 slots): dominate person, hold monster
Actions
Dagger:
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Ray of Sickness:
Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 10 (3d6) poison damage and the target must make a DC 17 Constitution saving throw or be poisoned until the end of Kallista's next turn.
Chaos Bolt:
Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 15 (2d8 + 5) damage of a type determined by rolling on the table below.
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
Legendary Actions
Cantrip:
Kallista casts a cantrip.
Nathalia Windswept
Name: Nathalia Windswept
Race: Human
Class: Rogue (Thief)
Description: A burglar who specializes in stealing from wealthy homes at night. Natalie is a quiet and methodical woman who takes pride in her ability to slip in and out undetected. She's known to leave behind a small token, a feather quill, as a reminder of her skill.
Physical Appearance
Nathalia is a slender woman of average height, with long, wavy black hair that she often ties back in a ponytail. Her eyes are a piercing blue, and her skin is fair. She dresses in dark, form-fitting clothing that allows her to move stealthily and blend into the shadows.
Background
Born into a lower-class family, Nathalia learned early on that she had a knack for sneaking and stealing. As she grew older, she honed her skills and began targeting the homes of the wealthy, taking from those who had more than enough. She is known for her signature calling card: a feather quill left behind at the scene of her burglaries.
Motivations
Short term: Continue her successful career as a burglar, improving her skills and reputation.
Long term: Achieve financial independence and use her wealth to help those less fortunate.
Tactics
Nathalia meticulously plans her heists, studying her targets and their routines before striking. She uses her agility and stealth to slip in and out of homes undetected, avoiding confrontation whenever possible. Her attention to detail and organization ensure that she always has an escape plan and leaves no trace behind.
Plot Hooks
A wealthy merchant hires the adventurers to investigate a recent burglary, and they discover Nathalia's calling card at the scene.
The adventurers stumble upon Nathalia in the midst of a heist, presenting them with a moral dilemma: turn her in or let her go?
Nathalia approaches the adventurers for assistance with a particularly challenging heist, offering them a cut of the profits in exchange for their help.
Nathalia Windswept
Medium Humanoid
Armor Class
15
Hit Points
95 (10d8 + 50)
Speed
30 ft.
STR
10 (0)
DEX
18 (4)
CON
14 (2)
INT
14 (2)
WIS
12 (1)
CHA
16 (3)
Skills
Acrobatics +8, Deception +7, Stealth +8
Senses
passive Perception 11
Languages
any one language (usually Common)
Challenge
5 (1,800 XP)
Sneaky:
Nathalia has advantage on Dexterity (Stealth) checks.
Damaging Weapon:
Nathalia’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, Nathalia has advantage on attack rolls and deals an extra 5 (1d6 + 2) damage when she hits.
Actions
Multiattack:
Nathalia makes two attacks with her short sword.
Short Sword:
Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Feather Quill:
Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Parry and Riposte (1/day):
Nathalia adds +3 to her Armor Class against one melee attack that would hit her. If the attack misses, Nathalia can immediately make a weapon attack against the creature making the parried attack.
Refuse to Surrender:
When Nathalia’s current hit points are below half her hit point maximum, she deals 5 (1d6 + 2) extra damage with each of her attacks.
Legendary Actions
Vanish:
Nathalia uses the Disengage action, then can hide if she has cover.
Gideon 'The Magpie' Gold
Name: Gideon 'The Magpie' Gold
Race: Gnome
Class: Bard
Description: A flamboyant gnome pickpocket who is known for his love of shiny objects. Gideon is a member of The Syndicate and has a reputation for being a bit of a show-off. He's a master of sleight of hand and can pick a pocket without anyone even noticing. Gideon is also an expert at identifying valuable items and has a knack for finding the most valuable treasures in the city.
Physical Appearance
Gideon is a flamboyant gnome with a penchant for brightly colored, flashy clothing. He has sparkling blue eyes and a mischievous grin that often gives away his intentions. Gideon's hair is a vibrant shade of purple, which he wears in a messy, yet stylish, manner. He is of average height for a gnome, standing at 3 feet tall, and has a lean, agile build.
Background
Gideon grew up on the streets of a bustling city, learning the art of pickpocketing and sleight of hand from a young age. His natural talent and love for shiny objects quickly caught the attention of The Syndicate, a powerful and secretive criminal organization. Gideon quickly rose through the ranks, becoming one of their most skilled and valuable members. He is well-known throughout the city for his showmanship and ability to find the most valuable treasures.
Motivations
Short term: To continue amassing wealth and valuable objects through his work with The Syndicate.
Long term: To become the most renowned and respected thief in the city, if not the entire region.
Tactics
Gideon relies on his exceptional sleight of hand skills and quick thinking to pick pockets and steal valuable items without being noticed. He is also an expert at identifying valuable items and using his charm and charisma to manipulate others into revealing the location of hidden treasures.
Plot Hooks
A wealthy merchant hires the adventurers to track down and retrieve a stolen family heirloom. The trail leads to Gideon, who has recently acquired the item.
Gideon, having heard of the adventurers' skill and resourcefulness, approaches them with an offer to join him on a lucrative heist targeting a well-guarded vault.
The adventurers stumble upon a hidden underground market run by The Syndicate, where they encounter Gideon selling some of his latest acquisitions.
Gideon 'The Magpie' Gold
Small Humanoid (Gnome)
Armor Class
13
Hit Points
65 (10d6 + 20)
Speed
25 ft.
STR
8 (-1)
DEX
16 (3)
CON
14 (2)
INT
12 (1)
WIS
10 (0)
CHA
16 (3)
Skills
Acrobatics +5, Deception +5, Sleight of Hand +5, Stealth +5
Senses
passive Perception 10
Languages
Common, Gnomish
Challenge
3 (700 XP)
Cunning Action:
On each of his turns, Gideon can use a bonus action to take the Dash, Disengage, or Hide action.
Sneaky:
Gideon has advantage on Dexterity (Stealth) checks.
Delights in Suffering:
When attacking a target whose current hit points are below half their hit point maximum, Gideon has advantage on attack rolls and deals an extra 3 (1d6) damage when he hits.
Damaging Weapon:
Gideon's melee weapon attacks deal an extra 3 (1d6) damage.
Actions
Dagger:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 3 + 3) piercing damage.
Shortbow:
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Parry and Riposte:
Gideon adds +3 to his Armor Class against one melee attack that would hit him. If the attack misses, Gideon can immediately make a weapon attack against the creature making the parried attack. (Recharge 6)
Malnor Brokehammer
Name: Malnor Brokehammer
Race: Dwarf
Class: Rogue (Thief)
Description: A meticulous dwarf pickpocket who is known for his attention to detail. Malnor is a member of The Syndicate and has a reputation for being one of the most reliable members of the organization. He's a master of pickpocketing and can steal even the most well-guarded items. Malnor is also a skilled craftsman and has been known to create intricate lockpicks and other tools for his fellow Syndicate members.
Physical Appearance
Malnor is a short, stocky dwarf with a neatly trimmed beard and short, dark hair. His eyes are a piercing blue, always scanning his surroundings for potential targets. He wears dark, practical clothing, often adorned with hidden pockets and compartments for his various tools and stolen goods.
Background
Malnor is a member of The Syndicate, a secretive organization known for their criminal activities. He has built a reputation as one of the most reliable members, specializing in pickpocketing and the creation of intricate lockpicks and tools for his fellow members. His attention to detail and conscientious nature make him an invaluable asset to the organization.
Motivations
Short term: Malnor aims to continue honing his skills and maintaining his reputation within The Syndicate.
Long term: He aspires to eventually become a leader within the organization and contribute to its growth and success.
Tactics
Malnor plans to achieve his goals by continuing to be a reliable and skilled member of The Syndicate, taking on challenging jobs and proving his worth. He also seeks to build alliances within the organization, demonstrating his loyalty and trustworthiness.
Plot Hooks
The players are tasked with recovering a stolen item, and their investigation leads them to Malnor as the prime suspect.
A member of The Syndicate approaches the players with an offer to work together on a heist, with Malnor as their inside man.
The players stumble upon one of Malnor's intricate lockpicks or tools, sparking their curiosity about the mysterious craftsman behind it.
Malnor Brokehammer
Medium Dwarf, Rogue
Armor Class
13
Hit Points
45 (10d8)
Speed
25 ft.
STR
10 (0)
DEX
16 (3)
CON
10 (0)
INT
14 (2)
WIS
12 (1)
CHA
8 (-1)
Skills
Acrobatics +5, Deception +1, Insight +3, Investigation +4, Perception +3, Sleight of Hand +5, Stealth +7
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Dwarvish
Challenge
2 (450 XP)
Cunning Action:
Malnor can use a bonus action to take the Dash, Disengage, or Hide action.
Sneaky:
Malnor has advantage on Dexterity (Stealth) checks.
Damaging Weapon:
Malnor's melee weapon attacks deal an extra 10 (2d6 + 3) damage.
Mark the Target (Recharge 3-6):
When Malnor hits a target with a ranged attack, allies of Malnor who can see the target have advantage on attack rolls against the target until the start of Malnor's next turn.
Actions
Shortsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) piercing damage.
Hand Crossbow:
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Sneak Attack (1/turn):
Malnor deals an extra 10 (3d6) 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 Malnor that isn't incapacitated and Malnor doesn't have disadvantage on the attack roll.
Poisoned Dart (1/turn):
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Lilith 'Fingers' Mudwater
Name: Lilith 'Fingers' Mudwater
Race: Halfling
Class: Rogue (Thief)
Description: A nimble halfling pickpocket who is part of The Syndicate's inner circle. Lilith is a master of disguise and can blend into any crowd with ease. She's a consummate professional, never taking on a job she can't handle and always delivering the goods. Despite her small stature, Lilith has a reputation as a formidable fighter and has taken down more than a few would-be attackers.
Physical Appearance
Lilith is a small, nimble halfling with a height of 3 feet and weighing around 40 pounds. Her dark brown hair is cut short, and her eyes are a piercing green. She has a wiry frame, with lean muscles that hint at her agility and strength. Lilith's attire is designed for blending in with various environments, typically consisting of dark, nondescript clothing.
Background
Born into a family of thieves, Lilith quickly rose through the ranks of The Syndicate's inner circle due to her exceptional skills in pickpocketing and disguise. She is a consummate professional, never taking on a job she can't handle and always delivering the goods. Despite her small stature, Lilith has a reputation as a formidable fighter and has taken down more than a few would-be attackers.
Motivations
Short term: To maintain her position within The Syndicate's inner circle and complete high-profile heists.
Long term: To become the most renowned thief in the criminal underworld.
Tactics
Lilith relies on her exceptional skills in stealth, disguise, and pickpocketing to infiltrate and steal from her targets. She is also an adept fighter, using her agility and quick reflexes to outmaneuver opponents when necessary.
Plot Hooks
The players are hired to track down and apprehend Lilith after she steals a valuable artifact from a powerful noble.
Lilith approaches the players with an offer to work together on a high-profile heist, promising them a share of the loot.
The players stumble upon one of Lilith's disguises and must decide whether to confront her or use her skills to their advantage.
Lilith 'Fingers' Mudwater
Medium Halfling, Rogue
Armor Class
14
Hit Points
85 (10d8+40)
Speed
30 ft.
STR
8 (-1)
DEX
18 (4)
CON
14 (2)
INT
12 (1)
WIS
14 (2)
CHA
10 (0)
Skills
Acrobatics +7, Deception +2, Insight +4, Perception +4, Sleight of Hand +7, Stealth +7
Senses
passive Perception 14
Languages
Common, Halfling, Thieves' Cant
Challenge
4 (1,100 XP)
Cunning Action:
Lilith can take a bonus action to Dash, Disengage, or Hide.
Evasion:
When Lilith is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Sneak Attack (1/Turn):
Lilith deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Lilith that isn't incapacitated and Lilith doesn't have disadvantage on the attack roll.
Uncanny Dodge:
When an attacker that Lilith can see hits her with an attack, she can use her reaction to halve the attack's damage against her.
Actions
Rapier:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+4) piercing damage.
Shortbow:
Ranged Weapon Attack: +7 to hit, range 80/320 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 creature. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Smoke Bomb (1/Day):
Lilith drops a smoke bomb in a square within 30 feet of her. The smoke spreads around corners and heavily obscures the area for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures inside the smoke are heavily obscured and suffer a -2 penalty to attack rolls. The smoke bomb cannot be used again until Lilith finishes a short or long rest.
Reactions
Parry:
Lilith adds 3 to her AC against one melee attack that would hit her. To do so, Lilith must see the attacker and be wielding a melee weapon.
Riposte:
Lilith makes a melee weapon attack against a creature that misses her with a melee attack. If the attack hits, the target takes an extra 10 (3d6) damage.
Artwork Credits: All artwork in this article was generated by me (JL) using MidJourney V5
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