Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.
Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons haven’t slaked his thirst—in fact, his ambitions only grow grander with time.
FORGE FITZWILLIAM
Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR 11 (+0) DEX 14 (+2) CON 13 (+1) INT 15 (+2) WIS 17 (+3) CHA 20 (+5)
Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Deception +11, Investigation +8, Persuasion +11, Sleight of Hand +5, Stealth +8
Senses passive Perception 13
Languages Common, Thieves’ Cant
Challenge 8 (3,900 XP) Proficiency Bonus +3
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit.
Evasion. If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn’t incapacitated.
Actions
Multiattack. Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 24 (7d6) poison damage, and the target is poisoned until the end of its next turn.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 24 (7d6) poison damage. Hit or Miss: If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge’s next turn.
Bonus Actions
Cunning. Forge takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.
Reactions
Uncanny Dodge. Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.