
Details
- Type
- Humanoid
- Race
- Half-Elf
- Class
- Rogue
- Gender
- female
- Alignment
- Neutral Evil
- Faction
- The Steam Syndicate
- Size
- Medium
- Armor class
- 17
- Hit points
- 150
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Common, Elvish, Thieves' Cant
- Senses
- Darkvision 60 ft., Passive Perception 12
- Skills
- Deception, Persuasion, Insight, Stealth
Biography
Silk was born in the gilt-edged parlors of the Merchant's Quarter, the illegitimate daughter of a human trade negotiator and an elven courtesan. Her mother taught her that beauty was currency and conversation was a blade—lessons reinforced when her father's legitimate family ensured she received nothing upon his death. Rather than rage against her exclusion, young Silk studied the mechanics of desire and obligation with clinical precision, watching how her mother transformed powerful men into willing servants through nothing more than attentive listening and artful validation. She learned that people didn't need to be coerced into moral compromise; they simply needed permission to become their truest, most selfish selves. By her sixteenth year, she had orchestrated the financial ruin of three minor nobles and disappeared into the underworld with a reputation that preceded her like perfume. The Steam Syndicate discovered her running a sophisticated blackmail operation from a shuttered textile factory, and they recognized immediately what she was: a virtuoso of leverage who preferred to leave her victims grateful for the chains she'd placed upon them. Her rise through their ranks was inevitable, each promotion earned not through violence but through targets who voluntarily surrendered their secrets, their fortunes, and their futures, convinced all the while that she was their only true friend. Silk maintains her impeccable appearance and measured demeanor not from vanity, but as a deliberate instrument—a mirror in which people see their best selves reflected back, just long enough to make catastrophic decisions. She has never needed to threaten anyone, for she understands the most exquisite torture: the slow realization that one's own downfall was built entirely from one's own desires, with Silk as merely the elegant architect who listened while they drew the blueprints.Possesses an almost compulsive need to know people completely. Every conversation, rumor, letter, a
Attributes
Strength
10, modifier 0
Dexterity
18, modifier 4
Constitution
14, modifier 2
Intelligence
16, modifier 3
Wisdom
14, modifier 2
Charisma
20, modifier 5
Actions
Silken Whisper
Silk targets one creature she can see within 30 ft. They must succeed on a DC 17 Wisdom saving throw or take 4d10 psychic damage and be charmed for 1 minute.
Elegant Strike
Silk makes a melee attack with a dagger. On a hit, it deals 1d8 + 4 piercing damage and the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Web of Lies
Silk can choose up to three creatures within 60 ft. Each must succeed on a DC 17 Charisma saving throw or be incapacitated until the end of their next turn.
Abilities
Master Manipulator
Silk has advantage on Charisma checks and saving throws against being charmed.
Elegant Presence
Creatures within 30 feet of Silk must succeed on a DC 17 Wisdom saving throw or be charmed until the end of their next turn.
Veil of Deception
Silk can cast Disguise Self at will, without expending a spell slot.
Whispers of Greed
Once per turn, Silk can impose disadvantage on an enemy's attack roll if they are within 30 feet.
Saving throws
strength
0
dexterity
8
constitution
2
intelligence
7
wisdom
6
charisma
9
Legendary actions
Enticing Offer
Silk can target one creature she can see within 30 ft. They must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute, during which they must follow her commands.
Dance of Shadows
Silk can teleport to an unoccupied space she can see within 60 ft. and gain advantage on her next attack roll.
Architect of Ruin
Silk can force one creature within 30 ft. to make a DC 17 Intelligence saving throw. On a failure, they take 6d6 psychic damage and are stunned until the end of their next turn.
Damage resistances
Psychic
Condition immunities
Charmed
World connections