Medium
Humanoid
CR 5
Lawful Neutral
Marrowin Quaes
Waterdhavian Spymaster
Marrowin Quaes moves like a ripple across a still pool: unassuming, impeccably dressed, and always with one hand concealed beneath a voluminous sleeve. He is remembered not for how loudly he spoke but for the quietness with which secrets unnerved those around him — a smile that arrives a beat too late, a ledger whose margins hold names in invisible ink. To face him is to realize that every polite exchange in a noble salon could be a tally of favors owed, betrayals brokered, and exits arranged.
Armour
15
studded leather and keen awareness
Hit points
110
17d8+34
Speed
30ft
30 ft., swim 30 ft.
Challenge
5
1,800 XP
STR
10
+0
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
16
+3
Saving throws
DEX +6, INT +5
Skills
Stealth +6, Deception +6, Investigation +5, Perception +4
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Undercommon, Aquan
Multiattack. Marrowin makes two Rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. If Marrowin has advantage on the attack roll, or an ally of Marrowin is within 5 feet of the target, the attack deals an extra 10 (3d6) piercing damage and Marrowin can attempt to palm a small item or secret note from the target (contested Sleight of Hand against the target's passive Perception).
Tincture Bomb (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. On a failed save the target also has disadvantage on Wisdom (Perception) checks that rely on sight for 1 minute as a bitter, clouded lacquer forms in the eyes; the target can repeat the save at the end of each of its turns, ending the effect on a success.
Subtle Exposure. Marrowin whispers a libel so artful the target cannot immediately answer. One creature he can see within 30 feet must succeed on a DC 13 Wisdom saving throw or be unable to take reactions and have disadvantage on Charisma checks for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Parry. Marrowin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Marrowin Quaes is the long-serving spymaster for House Denuir's Eastern interests in Sharn, entrusted with preserving the family's web of influence among merchants, guilds, and lesser nobles. His tenure began as an obscure clerk arranging shipments along the Kondal River; slowly, by reading ledgers, overhearing tavern gossip, and cultivating a dozen unpaid debts, he built a private network known internally as the Lattice of Quiet Threads. Few outside the house know the Lattice's true scope; those who do give Marrowin a wide berth in private, and a place at every public table. Scholars of espionage such as Master Halvren Istel of the Aundairian School of Practical Intelligence have written nervously of Marrowin's methods: he employs falsified scandals, poisoned rumors, and carefully timed exposures to bend rivals into compliance rather than destroy them outright. Legends say he once orchestrated a contested burgomasteral election by slipping a single forged ledger into three competing households. Opponents claim the spymaster has enemies within and without — a defiant cabal called the Nether Lanterns and a disgraced minor noble, Perrus Vlek, who still seeks revenge. For adventurers, a single misstep in his citygame can mean exile, a mysterious debt, or a new set of chains hidden inside a respectable gift.
Marrowin is a slender man in his fifties with a high, narrow face and a nose that seems to have been broken twice and set correctly both times. His hair, iron-gray and slicked back, is kept in a short, precise style. He favors dark, water-resistant silks cut to disguise bulk and motion, with a long cuff on the left sleeve that hides a row of thin pockets; faint water-ring stains mark the hems. His right hand bears a simple signet ring and is often outwardly gesturing, while his left is kept folded or tucked away. His eyes are pale blue — small, alert, and occasionally reflective like the surface of a canal at midnight. Small, tasteful scars at his jaw and the webbing between two fingers hint at past scrapes. Scale: draw him at human scale (about 6 feet tall), standing inside a shallow doorway or beneath a chandelier, with the folds of his coat and the hidden pockets visible; texture should show fine silk, faint watermarks, and an overall meticulous neatness.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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