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Schamman
by Karl David BrownNagpa Clockmaker
Medium Humanoid (Nagpa), Neutral Evil
Armour Class. 18 (Natural armour)
Hit Points 54 (12d8+0)
Speed. 30 ft.
STR 9 (-1)*, DEX 13 (+1), CON 11 (+0), INT 20 (+5), WIS 18 (+4), CHA 7 (+2)
Saving Throws. Intelligence +7, Wisdom +6.
Skills. Arcana +7, History +8e, Investigation +9e Stealth +3,
‘e’ indicates expertise
Senses. Passive Perception 14.
Tools: Disguise kit +3, Poisoner’s kit +3, Tinker’s Tools +3, Thieves Tools +5e, Skyhooks +3, aerial vehicles +3, aeroplane light crossbows +3, caltrop cannon+3.
Languages. Common, Gnome, Goblin, Orc, Sky Common, Nagpa, Thieves Cant.
Challenge 2 (450 xp)
Spellcasting. The nagpa is a 6th -level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): Chill Touch, Firebolt, Mage Hand, Mending.
1st level (4 slots): Disguise Self, Expeditious Retreat, False Life, Ray of Sickness.
2nd level (3 slots): Blindness/Deafness, Darkness, Invisibility, Misty Step.
3rd level (3 slots): Animate Dead, Bestow Curse, Vampiric Touch.
Life Stealer. When Schamman reduces a creature to zero hit points using necrotic type damage, Schamman regains 11 (2d10) hit points.
Sneak Attack. When attacking with advantage with a light melee or missile weapon add +2d6 damage.
Assassin. Any attack against a creature that has not yet taken a turn in combat has advantage. Any successful attack against a surprised foe is treated as a critical.
Tinker: As per the Players’ Handbook Rock Gnome.BONUS ACTIONS
Can dash, disengage, or hide as a bonus action.
ACTIONS
Cast Spell. The nagpa uses one of its prepared spells.
Peck. Melee weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 1 (1-1) piercing damage.
Dagger: Melee weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d4+1) piercing damage.
Light crossbow. Missile weapon attack: +3 to hit, range 80/320 ft., one creature. Hit: 6 (1d8+1) piercing damage, loading, two-handed.Gear. Dagger, spellcasting focus (amulet), disguise kit, poisoner’s kit, tinker’s tools, skyhook set, if going into danger he brings a light crossbow.
Schamman is a clockmaker who is renowned for his clever automatons. He has been secretly training to be a biplane pilot.
Challenge. Def 54hp AC18 = 2. Off =1, DPR 6.5 +6 to hit 2x vampiric touch (10.5 each) and Ray of Sickness (9 and poison). Challenge 1.