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Marn Bristlelock

Marn Bristlelock

Medium Humanoid, True Neutral
HP 45 AC 15 CR 3

Marn offers the characters safe passage through the city's criminal quarter if they recover a stolen guild ledger bef...

Size
Medium
Alignment
True Neutral
Armor Description
Studded leather
Creature Type
Humanoid
Current Hp
45
Formatted Speed
25 ft.
Formatted Saves
Dex +4, Int +4
Formatted Skills
Deception +5, Investigation +4, Perception +4, Sleight of Hand +6, Stealth +4
Formatted Senses
darkvision 60 ft. ft., passive Perception 14
Hit Dice
6d8 + 18
Languages
Common, Dwarvish, Thieves' Cant
Proficiency Bonus
2
Xp
700
Abilities
CHA
16
(+3)
CON
16
(+3)
DEX
15
(+2)
INT
14
(+2)
STR
12
(+1)
WIS
14
(+2)
Speed
Walk
25
Senses
Darkvision
60 ft.
Passive Perception
14
Actions
Multiattack. Marn makes two attacks, using Dagger or Hand Crossbow in any combination.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
Cunning Action. Marn takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. When an attacker Marn can see hits her with an attack, she halves the attack's damage against her.
Skills
  • Deception +5
  • Investigation +4
  • Perception +4
  • Sleight of Hand +6
  • Stealth +4
Saving Throws
  • Dex +4
  • Int +4
Special Abilities
Guild Cant. Marn can communicate coded warnings, prices, and safe routes to members of thieves' guilds through gestures, slang, and apparently casual remarks.
Sneak Attack (1/Turn). Marn deals an extra 7 (2d6) 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 one of Marn's allies.
Dwarven Resilience. Marn has advantage on saving throws against poison and resistance to poison damage.
Description

Marn is a broad, elderly dwarf woman with russet skin, a shaved scalp, and a long white braid threaded with brass keys. She wears a weathered teal coat over practical leathers and walks with a polished iron cane.

Equipment

Studded leather coat, daggers, hand crossbow with 20 bolts, thieves' tools, guild signet ring, coded ledger, 18 gp

Hook

Marn offers the characters safe passage through the city's criminal quarter if they recover a stolen guild ledger before a rival syndicate deciphers its secrets.

Motivation

Marn wants to keep her guild's districts stable while preventing younger thieves from turning the organization into a tool for murder and extortion.

Personality

Gruff, attentive, and unexpectedly generous, Marn treats every promise as a contract but believes contracts should protect the powerless. She dislikes theatrical criminals and silently counts exits whenever she enters a room.

GM Notes

- Use Marn as a practical guide, fence, or reluctant patron rather than a frontline fighter.
- She honors the guild's code: no theft from the desperate, no killing for convenience, and debts must be repaid.
- Her ledger contains evidence that a respected magistrate secretly funds the rival syndicate.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by PrimevalGuardian4396