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npc

The Silent Hammer

The Silent Hammer
Stat Block
CR 10
,
Reveal Stat Block
Armor Class
17
Hit Points
120
Speed
40 ft.
str
10
+0
dex
20
+5
con
14
+2
int
14
+2
wis
14
+2
cha
12
+1

Senses darkvision 120 ft., passive Perception 19

Languages Common, Thieves' Cant, Undercommon

Unnatural Silence.The Hammer makes no sound while moving and has advantage on Dexterity (Stealth) checks.
Mana-Leech Poison.A creature hit by the Hammer's dagger must succeed on a DC 16 Constitution saving throw or lose its highest-level spell slot and be unable to regain hit points until the end of its next turn.

Actions

Multiattack.The Hammer makes three attacks with its daggers.
Dagger.Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage.
Silence Field (1/Day).The Hammer casts Silence (no components required) centered on itself. The field moves with the Hammer.

Appearance

The Silent Hammer is a diminutive, hooded figure whose entire body is encased in armor made of sound-dampening velvet and dark iron. Their face is permanently hidden behind a featureless, silver mask. They move with an unnatural silence, leaving no footprints and making no sound even when sprinting across metal floors.

Personality

The Hammer is an emotionless, efficient executioner. They do not speak, communicating only through complex hand signs or brief, muttered notes left for their employer. They possess a fanatical, almost religious devotion to the concept of "The Great Silence."

Secret Motives

While they serve Baroness Vanya, the Hammer's true loyalty is to the Obsidian Scale. They believe that by silencing the "noise of civilization," they are preparing the world for the return of the First Brood. They view every assassination as a sacred ritual.

Combat Tactics

An elite specialist in neutralizing spellcasters, the Hammer uses smoke bombs and localized Silence fields to isolate their targets. They strike from the shadows with twin daggers coated in "Mana-Leech" poison, which drains spell slots and prevents magical healing. They are experts at using high-mobility to stay out of the reach of melee combatants.