Chapter 5 The Assassination Ball

Happy New Year and rejoice, The Märchenweltgrenze chronicles has returned with a new one-shot intermission adventure that introduces the character Princess Maeve of Loch Slanach, Fionnuala’s daughter and reborn version of Fredrick’s lost love Sophia. While she may appear as a sweet airhead on the outside, she in reality, is a manipulative, intelligent, spoiled brat. She has her eyes on Fredrick and being Queen of Mountainheart.

But she is not the only one with her sights set on Fredrick. Gisela the Mad Enchantress is infuriated by Fredrick’s recent turn of mostly good fortune. As established in previous posts, she lives to make Fredrick’s life miserable and will not have Fredrick enjoying life. She has sent assassins to a harvest ball being thrown by Fredrick. What will happen next? Read on to find out.

The Adventure Begins

The vibrant hues of autumn cast a warm glow over the expanding kingdom of Bergherz. Fields ripe with the bounty of the harvest stretch far and wide, reflecting the prosperity that has followed in the wake of Fredrick’s victories. The once besieged city of Sliberberg stands as a testament to resilience, its towers reaching for the skies, now adorned with the banners of the newly appointed nobles.

Amid this joyous atmosphere, Fredrick makes a strategic decision to host the grand ball, inviting all the nobility from the expanded kingdom. The event aims not only to celebrate the harvest but also to forge connections among the new nobles and strengthen their allegiance to the burgeoning realm.

However, unbeknownst to the revelers, a shadow looms in the north. Gisela, the mad enchantress, and long-standing enemy of Fredrick, has learned of the grand ball. Fueled by her desire for revenge and chaos, she dispatches three deadly assassins to infiltrate Sliberberg’s castle and eliminate Fredrick during the festivities.

Maeve’s Arrival

The garden of Sliberberg castle is bathed in the warm glow of the noon sun. The air is filled with the sweet fragrance of blooming flowers, and the sound of distant laughter from the townspeople echoes through the courtyard. The players stand in the garden, surrounded by vibrant flora, awaiting the arrival of Maeve. Fredrick, looking dashing in his finest attire, paces nervously, stealing glances toward the castle gates.

Player Interaction: Encourage the players to engage in banter with each other and with Fredrick as they wait. Allow them to explore the garden, perhaps discovering hidden corners or interacting with other nobles who have gathered for the welcoming ceremony. Fredrick may share stories of his past adventures and express his anticipation of seeing Maeve once more.

Maeve’s Arrival: At the height of the bantering, a low hum fills the air, and a flying caravel comes into view, gracefully descending over the castle walls. The players and Fredrick gaze in awe as it lands on the stone-paved driveway. The door folds down, and a boarding staircase unfurls, revealing a hobgoblin herald dressed in traditional attire. He blows a short fanfare on his Buisine and presents Maeve with a scroll.

As the caravel settles on the ground, you feel a gentle breeze as the door opens, revealing the hobgoblin herald. He descends the ramp, holding a Buisine, its melodious notes cutting through the air. With a flourish, he unfurls a scroll and announces, ‘Behold, the princess of Loch Slanach, Maeve!’

Your attention turns to the doorway, and there she stands—a woman of ethereal beauty, seemingly your age. Flanked by elven guards, she emerges in the garb of a fairytale princess, her hair tightly braided. A crown adorned with flowers graces her head. With grace befitting royalty, she descends the staircase and curtsies at a polite distance from Fredrick.”

Roleplaying Guide for Princess Maeve:

  • Personality: Princess Maeve presents herself as a stereotypical fairytale princess—cheerful, charming, and seemingly air-headed. She engages the players with a friendly demeanor, demonstrating a stark contrast to her intelligent and manipulative mother, Fionnuala.
  • Interests:
    • Fashion: Express genuine excitement and enthusiasm for the players’ attire, complimenting their clothing choices and inquiring about the latest fashion trends.
    • Jewelry: Show a keen interest in any jewelry the players may be wearing, asking about the stories behind each piece and expressing admiration for well-crafted accessories.
    • Flowers: Take delight in the garden surroundings, expressing affection for various flowers. Inquire about the players’ favorite blooms and share whimsical anecdotes related to flora.
    • Gossip: Engage in light-hearted gossip about the nobility, creating a sense of camaraderie. However, keep the information vague, emphasizing her apparent innocence.
  • Flirtatious Behavior:
    • Playfully flirt with Fredrick, addressing him with affectionate nicknames that reference his wolfman form. Maintain an innocent and charming tone, creating an atmosphere of nostalgia and romance.
    • Express admiration for Fredrick’s bravery and heroism, linking it to the tales she heard about him during her absence.
  • Manipulation Tactics:
    • Incorporate subtle manipulation tactics into her seemingly innocent banter. Drop hints that align with her mother’s agenda, nudging the players toward certain topics without revealing her true intentions.
    • Utilize gossip as a tool, extracting information about the players and their allegiances under the guise of harmless curiosity.
  • Hints of Insincerity:
    • Allow for very high insight checks to detect hints of insincerity in Maeve’s demeanor. Subtle cues such as a fleeting expression or a change in tone may reveal glimpses of her true nature.
    • Emphasize the challenge of discerning her intentions due to her convincing performance as a naive and fashion-obsessed princess.

Roleplaying Guide for Fredrick:

  • Emotional State:
    • Starstruck: Fredrick is visibly starstruck in the presence of his long-lost love. Describe moments where he gazes at Maeve with a mix of awe and affection.
    • Nervous Tongue-Tied: Fredrick struggles to find the right words in Maeve’s presence. He stumbles over his sentences, occasionally losing himself in her charm.
  • Affectionate Memories:
    • Recall Fond Memories: Fredrick reminisces about moments shared with Maeve in the past, emphasizing her kindness and the warmth of their connection.
    • Insistence on Familiarity: As the conversation progresses, Fredrick insists that Maeve is just as he remembers her—innocent, caring, and loving.
  • Responding to Flirtation:
    • Bashful Response: Fredrick responds bashfully to Maeve’s flirtatious behavior, blushing at the affectionate nicknames and struggling to maintain composure.
    • Expressive Body Language: Use body language to convey Fredrick’s emotions, such as nervous fidgeting or moments of lingering eye contact.
  • Protectiveness:
    • Demonstrate Fredrick’s protective nature toward Maeve, showing concern for her safety and well-being. This protective instinct may heighten as the conversation progresses.
  • Vulnerability:
    • Showcase Fredrick’s vulnerability in Maeve’s presence. He may share moments of uncertainty about their complicated past and express the emotional toll of their separation.

As the sun continues its gentle descent, casting a warm glow over the garden of Sliberberg castle, Fredrick clears his throat awkwardly. ‘Ah, well, my friends, I’ve taken the liberty of preparing a pleasant lunch for us all.’ He glances at Maeve, a hint of nervousness still lingering in his eyes.

Princess Maeve’s eyes light up with delight. ‘Oh, how wonderful! I adore pleasant surprises!’ She looks at Fredrick with a playful twinkle in her eye. ‘Lead on, dear Fredrick. I’m positively famished.’

She extends her hand gracefully, and with a bashful smile, Fredrick takes it. The party, now joined by the charming Maeve, follows the pair as they make their way into the grand halls of Sliberberg castle. The air is filled with the sweet scent of flowers and the promise of a meal shared in good company.

The ball

In the bustling days that followed the enchanting encounter with Princess Maeve, the castle halls became a hive of activity. The air was infused with a mix of romantic tension, lighthearted banter, and the occasional giggle that could only be attributed to Maeve’s relentless flirtation with Fredrick. When not showering the wolfish hero with compliments, Maeve busied herself doling out unsolicited fashion advice or spontaneously redecorating one room or another in the castle.

The players found themselves either the recipients of Maeve’s sartorial wisdom or unwitting witnesses to her whimsical redecoration endeavors. The castle began to reflect her eccentric taste, with bursts of vibrant colors and seemingly random rearrangements that only added to the overall sense of anticipation in the air.

DM Text:

Players, describe your characters’ outfits for the grand ball. If you have a plus one attending with you, mention their attire as well. This is a moment for you to showcase the elegance and flair of your characters on this special occasion.

Example: “Sirius, the elven rogue, is adorned in a tailored, midnight-blue ensemble with intricate silver embroidery. His plus one, the enigmatic sorceress Lyra, accompanies him, wearing a flowing gown that shimmers like moonlight.”

Read-Aloud Text:

The night of the grand ball has arrived, and the great hall of Sliberberg castle, adorned with lavish decorations and cascading tapestries, welcomes nobles from every corner of the kingdom. The festivities spill into the keep’s internal courtyard, where the moonlight dances on the cobblestone paths.

Every noble present exudes opulence, their gowns and suits a kaleidoscope of colors that rival the flowers in the castle garden. Yet, amid the sea of elegant attire and the symphony of laughter, Princess Maeve stands out, practically hanging off Fredrick’s arm. She is resplendent in an Elizabethan fairytale gown, the flowers on her crown matching the vibrancy of the ones in her surroundings.

Maeve’s infectious energy permeates the air as she flirts shamelessly with Fredrick, her laughter ringing like a melody in the grand hall. The atmosphere crackles with a mix of anticipation and revelry, setting the stage for a night that promises both celebration and, perhaps, the unfolding of secrets hidden in the shadows.

Mingling at the Ball

As the grand ball unfolds, it’s time to breathe life into the vibrant courtly scene. Populate the festivities with high-ranking nobles of your creation, adding depth to the social tapestry of Sliberberg castle. Below are five example nobles, each with their unique backgrounds, titles, and quirks. Feel free to use them as inspiration or create your own, and let the courtly drama unfold in the great hall and the courtyard.

Example Nobles:

  1. Lady Seraphina Windrider:
    • Title: Baroness of Silverwind
    • Background: Known for her exceptional skills in falconry and archery, Lady Seraphina is an accomplished hunter. She values grace and precision in both conversation and combat.
  2. Lord Alaric Emberstone:
    • Title: Earl of Emberhold
    • Background: A charismatic diplomat, Lord Alaric is known for brokering alliances and resolving conflicts. He has a keen interest in the magical arts and is always eager to engage in discussions about the arcane.
  3. Duchess Isabella Frostheart:
    • Title: Duchess of Frostvale
    • Background: A patron of the arts, Duchess Isabella is an accomplished painter. She is passionate about cultural exchange and often hosts events to showcase various forms of artistic expression.
  4. Sir Percival Stormshield:
    • Title: Knight-Commander of Thunderwatch
    • Background: A seasoned warrior, Sir Percival is a stalwart defender of the realm. Despite his imposing stature, he has a gentle demeanor and a love for poetry, surprising those who only know him on the battlefield.
  5. Countess Astrid Moonshadow:
    • Title: Countess of Moonlit Grove
    • Background: An enigmatic figure, Countess Astrid is rumored to have connections with mystical beings. She is often seen stargazing in the courtyard, and her subtle predictions have earned her both admiration and suspicion.

Roleplaying Instructions:

  1. Mingle and Socialize:
    • Encourage the players to engage in casual conversations with the nobles, discussing topics like recent events, art, or even the latest courtly gossip.
  2. Dancing and Entertainment:
    • Describe the elegant dance floor in the grand hall where nobles twirl to enchanting melodies. Players can choose to participate in dances or simply observe the spectacle.
  3. Intrigue and Politics:
    • Drop hints of political intrigues or personal dilemmas among the nobility. Players may uncover rumors or be approached with requests for assistance.
  4. Fashion and Aesthetics:
    • Highlight the diverse and opulent fashion on display. Players can engage in discussions about attire, jewelry, and accessories, drawing on Maeve’s earlier fashion advice.
  5. Subtle Challenges:
    • Introduce subtle challenges or competitions, such as a poetry contest or a friendly archery competition. Players can choose to participate or spectate, earning favor or respect from the nobles.
  6. Maeve’s Interactions:
    • Maeve continues her playful flirtation and fashion advice throughout the ball. Players may find themselves drawn into her whimsical orbit, but keep an eye out for the underlying currents of manipulation.

The first Party Crasher

The harmonious melodies and rhythmic dance of the grand ball come to an abrupt and jarring halt as Princess Maeve’s piercing scream echoes through the great hall. The enchanting atmosphere fractures, replaced by gasps of shock and startled whispers. All eyes turn to the source of the disturbance, where a lanky and well-dressed ailfyr has boldly pulled a dagger several feet behind Fredrick.

Tactics: The hobgoblin assassin targets Fredrick but is not afraid to use the chaos of the ball to his advantage. He moves quickly, attempting to strike from the shadows and disappear before the players can retaliate. He may attempt to climb the decorative elements of the courtyard or use the nobles as human shields.

Additional Elements:

  • Panicking Nobles: Some of the nobles may panic and scatter, creating obstacles or even inadvertently blocking the players’ attacks.
  • Guards’ Intervention: The castle guards, though initially shocked, quickly move to intervene. Players may choose to coordinate with the guards or face the hobgoblin assassin on their own.
  • Unarmed: The players are without their equipment. They must rely on their wits, the environment, and any improvised weapons they can find.

As the chaos settles and the grand ball regains a semblance of order, Princess Maeve lies unconscious, attended to by concerned servants. The courtyard, once filled with laughter and music, now bears the weight of an attempted assassination. Fredrick, his expression grave, picks up the dagger that had threatened him just moments ago.

‘Look closely,’ he beckons to the players. As your eyes focus on the blade, you notice a coat of arms etched into the steel where the blade meets the handle. Fredrick’s voice carries a note of solemn recognition. ‘This emblem,’ he declares, ‘belongs to Gisela—the mad enchantress who once served as my father’s court magician.’

He continues, ‘Gisela never sends one minion. Her schemes are typically executed by a trio of minions. This is but the first blade. We must act swiftly. Gather your gear; there are two more lurking in the shadows. We must flush them out before they can strike again. .

The Courtly Game of Shadows

As the grand ball continues, the players find themselves immersed in a courtly game of shadows. Fredrick, with a sense of urgency, informs them that the remaining two assassins are hidden among the nobility in attendance. The players must use their wits, spells, and skill checks to identify and neutralize the remaining threats.

DM Instructions:

  1. Choose the Assassins:
    • Select two nobles from the gathered crowd to serve as the remaining assassins. These individuals should be inconspicuous and may have motives or quirks that could either aid or hinder the players in their identification.
  2. Player Briefing:
    • Explain to the players that two assassins are still among the nobility. They must interact with the NPCs, observe behaviors, and use their abilities to uncover the hidden threat. Emphasize the importance of subtlety, as revealing their intentions prematurely could lead to dire consequences.
  3. Noble Personalities:
    • Provide brief descriptions of the present nobles. Include details about their backgrounds, relationships with other NPCs, and notable traits. These details will help the players gather information during their interactions.
  4. Roleplaying Opportunities:
    • Encourage the players to engage in roleplaying with the nobility. Attendees may have varying reactions to the recent disturbance, providing opportunities for conversation and observation. Allow the players to ask questions, share information, and gauge the reactions of the NPCs.
  5. Skill Checks:
    • Implement skill checks based on the players’ actions. Perception, Insight, and Investigation checks can reveal subtle clues about the assassins. Alternatively, spells like Detect Thoughts or Zone of Truth may uncover hidden motives. All skill checks are made against the noble stat block from DMG or the elite assassin stat block at the end of the post.
  6. Spell Usage:
    • Allow the players to discreetly use spells to gather information. Spells such as Charm Person, Message, or even Invisibility can aid in their investigative efforts. However, caution them against revealing their magical abilities too openly.
  7. Consequences:
    • Depending on the players’ actions, the assassins may catch wind of their investigation. If the players are too overt in their methods, the assassins might become more cautious or even attempt to strike first.
  8. Time Limit:
    • Set a time limit for the players to identify the assassins. The longer they take, the higher the risk of another attempt on Fredrick’s life.

Possible Outcomes:

  • The players successfully identify the assassins, leading to a confrontation and the prevention of another attack.
  • The players misidentify the assassins, leading to unintended consequences and potential chaos in the court.

A Dance of Shadows

When the players identify one of the assassins or the players run out of time read the following.

Suddenly, like a shadow emerging from the darkness, two seemingly ordinary party guests step forward, drawing wickedly sharp daggers. The harmonious melodies that once filled the grand hall now give way to an eerie silence as the assassins, their faces twisted into sinister grins, advance purposefully toward the players and Fredrick.

Initiative: Roll for initiative as the players confront the two elite fey assassins in the courtyard.

Objective: Defeat the assassins before they can harm Fredrick or any innocent bystanders. The courtyard provides both cover and obstacles, challenging the players to strategize their approach.

Combat Map: Utilize the ballroom setting, incorporating elements like statues, banquet tables, and decorative pillars for cover. The assassins may use the environment to their advantage, employing hit-and-run tactics.

Enemies: Two Elite Fey Assassins

Tactics: The assassins aim to strike quickly and fade into the shadows, utilizing hit-and-run tactics to keep the players off balance. They target vulnerable party members and attempt to isolate them from the group.

Additional Elements:

  1. Innocent Bystanders: There are still nobles and servants in the courtyard. Players must be cautious to avoid collateral damage.
  2. Magical Darkness: The assassins can cast Darkness once per turn, creating areas of magical darkness to obscure vision and provide cover.
  3. Hit-and-Run: The assassins prefer not to engage in prolonged combat. They strike and retreat into the shadows, making it challenging for players to pin them down.

The last dance

As the echoes of the recent skirmish with Gisela’s assassins subside, a tense stillness descends upon the grand hall of Sliberberg castle. The nobility cautiously emerges from hiding, the atmosphere slowly reverting to the celebratory ambiance of the grand ball. Yet, amid the fragile tranquility, Fredrick remains on edge, his gaze sweeping the room like a watchful sentinel.

Suddenly, his focus sharpens, and his voice cuts through the air like a lightning bolt. “Show yourself, you rogue!” he commands, directing his attention to the balcony above the dais, where the royal table usually presides. The room holds its breath as tension mounts.

A figure materializes on the balcony, perched nonchalantly on the rail. It’s a hobgoblin adorned with a red cap, droplets of an otherworldly substance dripping from it. In its hands, a wickedly gleaming halberd. The hobgoblin seems unfazed by Fredrick’s keen perception.

“Wow,” the hobgoblin remarks with a sly grin. “You actually spotted me. I guess you should not underestimate a fey sovereign, even a newborn one like you.” With a deft leap, the hobgoblin descends to the floor, the red cap bobbing as it lands gracefully.

“The rookies sure made a mess of things,” the hobgoblin muses, a hint of amusement in its tone. “Ah well, you want a job done right, do it yourself. But I have the advantage they did not.” With a snap of its fingers, a sinister revelation unfolds—Princess Maeve, bound and gagged, appears, hanging precariously from the balcony by a taut rope.

Conclusion

As the bonds restraining Princess Maeve fall away, she doesn’t hesitate. In an instant, she flings herself into Fredrick’s arms, tears streaming down her face. Her sobs are a mix of relief and fear, a torrent of emotions unleashed as the weight of the recent events crashes upon her.

“I was so scared,” she blubbers, her words muffled against Fredrick’s chest. “The redcap, he came into my room and tied me up. I thought… I thought I was going to die.” Fredrick, in turn, cradles her close, murmuring soothing words and gentle reassurances. For the first time since her arrival, the princess drops the facade, revealing a vulnerability that pierces through the layers of her usual demeanor.

DM Text: Any player who makes an insight check in this moment recognizes a stark contrast. Unlike the carefully crafted act she maintained since arriving in Sliberberg, Maeve’s distress is palpably genuine. The fear in her eyes and the rawness of her emotions are undeniable.

Read-Aloud Text (Later in the Night):

For the remainder of the night, Fredrick and Maeve become inseparable. The grand hall, once a place of chaos, now witnesses a poignant scene of solace. Maeve, though recovering, clings to Fredrick like a child holding onto a cherished blanket. Despite her attempts to regain composure, her grip on him remains firm, seeking comfort and security.

For the DM Eyes only

While Princess Maeve may present herself as an innocent and charming figure, behind her pretty facade lies a calculating and ambitious soul. Far from the airheaded princess she portrays, Maeve is a spoiled brat who skillfully uses her looks, charm, and intelligence to manipulate those around her.

Her previous satisfaction in being the queen bee of her social circle, with young bachelors vying for her attention, and possessing all the material luxuries she desired, has evolved into a hunger for more. Maeve now harbors grand ambitions—she craves a kingdom of her own to shape to her personal view of perfection and a handsome king by her side. Fredrick, with his newfound fey sovereignty, fits her aspirations perfectly. The fact that Fredrick was madly in love with the woman she once was and that he is a celebrated hero among the fey folk adds an extra layer of allure. The fact that the image of his handsome former form has haunted her dreams since she was a little girl is icing on the cake.

Players may sense hints of insincerity and manipulation throughout their interactions with Maeve, but her true nature remains shrouded in a veil of charm and sophistication.

The ongoing tale of Princess Maeve unfolds as a subtle dance of intrigue and ambition within the court of Sliberberg. With her eyes set on the throne, Maeve continues to weave her enchantments around Fey Sovereign Fredrick, pushing him to expand Mountainheart’s borders and implement changes that align with her desires for a powerful fairytale empire. Her role in the story remains malleable, shaped by the actions and choices of the party.

  • Romantic Rivalry: Should any characters within the party harbor romantic feelings for Fredrick, Maeve becomes a romantic rival, vying for his affection. Her charm and cunning make her a formidable opponent in matters of the heart, creating potential tension within the party.
  • Advisor’s Influence: If the players serve as advisors to Fredrick, Maeve’s stance toward them depends on the alignment of their goals with her own. She may choose to support or undermine the party based on their decisions, adding a layer of complexity to the court’s political landscape.
  • Party Patronage: For parties not directly involved in courtly affairs, Maeve might take on the role of a patron, offering resources, quests, or assistance. Her motivations, however, remain veiled, and her involvement may come with hidden agendas.

The DM is encouraged to explore Maeve’s character evolution. While currently neutral evil, her bratty nature might undergo a transformation as she finds herself in a committed relationship with the paragon-like Fredrick. The power dynamics of the court, Fredrick’s influence, and the party’s choices can shape Maeve’s character trajectory.

Furthermore, Maeve remains in the dark about her mother’s plans. The players, through convincing arguments or compelling evidence, might have the opportunity to sway her loyalty. If they can demonstrate that Fionnuala’s ascent to the all-powerful high queen of the fey would jeopardize Maeve’s own plans, a betrayal might be in the cards.

In the ongoing narrative, Maeve’s character serves as a dynamic element, responding to the party’s actions and influencing the political landscape of Sliberberg. Her future choices and alignments are open to the DM’s discretion, creating a captivating subplot that intertwines with the broader tale of the Märchenweltgrenze.

The assassins

Elite Fey Assassin

Medium humanoid (fey), neutral evil

Armor Class 17 (studded leather, Dexterity)

Hit Points 70 (10d8 + 20)

Speed 40 ft.


STR 14 (+2) | DEX 18 (+4) | CON 14 (+2) | INT 14 (+2) | WIS 12 (+1) | CHA 10 (+0)


Skills Acrobatics +7, Stealth +8, Perception +4

Senses Darkvision 60 ft., Passive Perception 14

Languages Sylvan, Common

Challenge 5 (1,800 XP)


Shadow Step. As a bonus action, the assassin can magically teleport up to 60 feet to an unoccupied space it can see in dim light or darkness.

Assassinate. During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Cloak of Shadows. The assassin can take the Hide action as a bonus action.


Actions

Multiattack. The assassin makes three attacks: two with its dagger and one with its shortbow.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 4) piercing damage.


Reactions

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it takes no damage on a success and half damage on a failure.

Uncanny Dodge. When an attacker the assassin can see hits it with an attack, the assassin can use its reaction to halve the attack’s damage against it.

Lanky Hobgoblin Assassin (CR 3) Medium humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor)

Hit Points 45 (6d8 + 18)

Speed 30 ft.


STR 12 (+1) | DEX 16 (+3) | CON 16 (+3) | INT 10 (+0) | WIS 12 (+1) | CHA 8 (-1)


Skills Acrobatics +5, Stealth +6

Senses Darkvision 60 ft., Passive Perception 11

Languages Common, Goblin

Challenge 3 (700 XP)


Cunning Action. The assassin can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide action.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it takes no damage on a success and half damage on a failure.

Sneak Attack (1/turn). The assassin 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 assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.


Actions

Multiattack. The assassin makes two attacks: one with its dagger and one with its shortbow.

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Redcap Assassin (CR 9)

Medium humanoid (fey), chaotic evil

Armor Class 18 (natural armor)

Hit Points 120 (16d8 + 48)

Speed 30 ft.


STR 18 (+4) | DEX 16 (+3) | CON 16 (+3) | INT 12 (+1) | WIS 14 (+2) | CHA 8 (-1)


Skills Acrobatics +7, Athletics +8, Stealth +6, Perception +5

Senses Darkvision 60 ft., Passive Perception 15

Languages Sylvan, Common

Challenge 9 (5,000 XP)


Fey Ancestry. The redcap has advantage on saving throws against being charmed and magic can’t put the redcap to sleep.

Magic Resistance. The redcap has advantage on saving throws against spells and other magical effects.

Fast Healing. At the start of its turn, the redcap regains 10 hit points if it has at least 1 hit point and isn’t in sunlight.

Stalker in the Shadows. The redcap can take the Hide action as a bonus action.


Actions

Multiattack. The redcap makes three attacks: one with its bite and two with its poleaxe.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage.

Poleaxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) slashing damage.

Leaping Strike. If the redcap moves at least 10 feet straight toward a target and then hits it with a poleaxe attack on the same turn, the target takes an extra 13 (2d12) slashing damage.


Legendary Actions (3 Actions):

Shadow Step. The redcap magically teleports up to 30 feet to an unoccupied space it can see in dim light or darkness.

Malevolent Laughter (Costs 2 Actions). The redcap unleashes a haunting laughter. Each creature of its choice within 30 feet that can hear the laughter must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.