AC 16 (padded leather)
HP 149 (23d8 + 46; bloodied 74)
Speed 30 ft.
Proficiency +4; Maneuver DC 16
Saving Throws Int +7, Wis +7
Skills Deception +8 (+1d8), Insight +7 (+1d8), Investigation +7, Perception +7, Stealth +8 (+1d8), Survival +7 (+1d8); forgery kit +8 (+1d8)
Senses passive Perception 17
Languages Common, any three other languages
Lawful Evil. The wily widower radiates an Evil and Lawful aura.
Careful Planning. The wily widower gains advantage on any ability check they have 1 hour or longer to perform, such as when crafting a forgery, researching in a library, searching a room.
Glib. When the wily widower makes a Deception check they can replace the number they roll with a 15. No matter what they say, magic that would determine if the widower is telling the truth indicates that they are being truthful.
Sneak Attack (1/Turn). The wily widower deals an extra 35 (10d6) damage when they hit 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 widower that isn’t incapacitated and the widower doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. The wily widower attacks twice.
Dueling Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +8 to hit, range 30/80 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
BONUS ACTIONS
Cunning Action. The wily widower takes the Dash , Disengage , or Hide action.
REACTIONS
Uncanny Planning. When a creature that the wily widower can see succeeds on an attack roll, ability check, or saving throw or casts a spell, they can make it fail instead by some wily means (such as an expertly thrown piece of jewelry, some amazing legerdemain, an unlikely trap, or impossible coincidence). The spell slot of an interrupted spell is lost.
Devoid of morality and filled with avarice, the wily widower is a murderer who takes their time, first earning a victim’s trust—and an inheritance or dowry of some kind— before making the kill.
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.