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Invisible Man

Challenge
Tags
Terrain
str
13
dex
18
con
12
int
14
wis
11
cha
10

AC 14
HP 55 (10d8+10; bloodied 27)
Speed 30 ft.


Proficiency +2; Maneuver DC 14
Saving Throws Con +3
Skills Investigation +4, Nature +4, Perception +4, Sleight of Hand +8, Stealth +8
Senses passive Perception 14
Languages English


Invisibility. The invisible man is invisible .

Second-Story Work. Climbing does not cost the invisible man extra movement. When he makes a running jump, the distance he covers increases by 4 feet.

Sneak Attack (1/turn). The invisible man deals an extra 28 (8d6) damage when he 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 invisible man that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Stealther. The invisible man can attempt to hide even when he is only lightly obscured from a creature he’s trying to hide from. In addition, the invisible man’s position isn’t revealed when he misses with a ranged weapon attack against a creature he’s hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light .


ACTIONS

Multiattack. The invisible man attacks twice.

Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.


BONUS ACTIONS

Cunning Action. On each of his turns, the invisible man can use a bonus action to take the Dash, Disengage, or Hide action.


REACTIONS

Uncanny Dodge. The invisible man halves the damage that he takes from an attack that hits him.

Description

Since we have Captain Nemo later in this book, we’re continuing that theme with the ever-unseen rogue, a fellow that drank too quickly and deeply from the wishing well and lived to regret his greedy choice: the one and only Invisible Man!

This is a more roguish version of the character in the spirit of the one you’ll find in the League of Extraordinary Gentlemen. In the original tale, Griffin was
the inventor and experimental subject of his own serum but he burned down his laboratory to cover his tracks, and things went downhill for him from there. His attempts at thievery didn’t go so well—he failed to steal clothing from a department store and ended up taking some from a theater—but for a while he managed to get lodgings where he resumed his studies into the reproduction and reversal of the serum that made him invisible.

While trying to keep his secret he enraged a town and fled, committing his first murder with a lead pipe and then convinced a kid named Thomas Marvel to become his proxy. This lad eventually turned on him, and though Griffin thought he’d found an ally in an old medical colleague named Kemp, the doctor turned on him tool after the Invisible Man boasted that he would undertake a ‘reign of terror’ upon the country.

After his death, the Invisible Man’s body became visible again, and Thomas ended up with Griffin’s damaged notes—though he didn’t know Latin or Greek, so it is unlikely the world will ever see the concoction recreated.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.