The Emerald Order seeks to assert its power through secrecy and manipulation. To this end, the order has many specialized agents to assist them in various enterprises. Whether the task is manipulating others, procuring needed items, or making problems disappear, the order has the necessary henchmen for the job. Described below are three common NPCs employed by the Emerald Order.
THE APPROPRIATOR
An appropriator is sent by the Emerald Order to obtain important information and items by any means necessary. The appropriator is as much a skilled merchant as professional burglar, and if one method fails, they will use the other to ensure the order has what it wants. A magic sigil, tattooed upon the agent’s body in an unobtrusive area, provides an extra magical boost to their attacks.
Appropriator
Medium humanoid (any race), neutral
Armor Class 15 (studded leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
11 (+0) | 16 (+3) | 13 (+1) | 13 (+1) | 12 (+1) | 16 (+3) |
Skills Acrobatics +5, Athletics +2, Perception +5, Persuasion +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 13
Languages any two
Challenge 4 (1,100 XP)
Cunning Action. On each of its turns, the appropriator can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves’ tools to disarm a trap or open a lock.
Expertise. The appropriator’s proficiency bonus is doubled for any ability checks made using the Perception, Persuasion, Sleight of Hand, or Stealth skills.
ACTIONS
Multiattack. The appropriator makes two melee or ranged attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4) acid damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) acid damage.
THE FACILITATOR
In less scholarly circles, this sort of operative would commonly be referred to as a “fixer” or a “cleaner.” This is the person called in to clean up messes and cover up mistakes, ensuring that which the Emerald Order wants to remain hidden and unseen continues to do so, including any evidence of their presence or involvement. A facilitator may operate alone, in cooperation with an assassin, or with a small team of underlings (such as 2–4 spies).
Facilitator
Medium humanoid (any race), lawful neutral
Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 15 (+2) | 15 (+2) |
Skills Deception +4, Disguise +4, Perception +4, Persuasion +4, Sleight of Hand +4, Stealth +4
Senses passive Perception 14
Languages any two languages
Challenge 3 (700 XP)
Ritual Cleansing. The facilitator can take 10 minutes to perform a cleansing ritual on a creature, object, or 20-foot-square area. For the next 8 hours, the affected creature or object is considered as if under the effects of nondetection. In an area that is ritually cleansed, divination spells of 4th level or lower do not function, and creatures within the area cannot be scried.
Sneak Attack. Once per turn, the facilitator deals an extra 7 (2d6) damage when it 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 the facilitator that isn’t incapacitated and the facilitator doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. The facilitator makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
THE INFILTRATOR
The infiltrator has the ability to fit in anywhere, filling whatever role necessary in order to get close to those the Emerald Order has interest in. Once they have insinuated themselves into a position of trust, they can use that position to influence the target. Bargaining, bribery, blackmail, or threats, the method matters little so long as it succeeds.
Infiltrator
Medium humanoid (any race), neutral
Armor Class 13 (studded leather armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 15 (+2) | 13 (+1) | 16 (+3) | 15 (+2) | 16 (+3) |
Skills Deception +5, Disguise +5, Investigation +5, Perception +4, plus any two skills
Senses passive Perception 14
Languages any three languages
Challenge 3 (700 XP)
Knowledge Charm. The infiltrator carries a charm carved from a shard of the Emerald Tablets. The infiltrator gains proficiency in any two skills and fluency in a single language. These last until the charm is lost or destroyed or until the infiltrator performs a 10-minute ritual to change the bonuses provided by the charm.
Spellcasting. The infiltrator is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). The infiltrator has the following wizard spells prepared:
- Cantrips (at will): light, message, minor illusion
- 1st level (4 slots): charm person, expeditious retreat, illusory script, sleep
- 2nd level (3 slots): detect thoughts, invisibility, suggestion
ACTIONS
Multiattack. The infiltrator takes two shortsword attacks or two crossbow attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
This article series is very cool. I love getting in-depth information about organizations like this, especially when they are so easy to slot into any game.
Will these articles be worked into the pdf on the Emerald Order that is being released with the Southlands Kickstarter? It would be nice to have this all compiled in one place.