While the Mistryl is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Mistryl Apprentice
Medium human, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 16
- Hit Points
- 60 (11d8 + 11)
- Speed
- 30 ft.
- Skills
- Acrobatics +5, Insight +5, Stealth +5
- Senses
- passive Perception 13
- Languages
- None
- Challenge
- 3 (700 XP)
Ability scores
- Str11+0Strength 11, modifier plus 0
- Dex17+3Dexterity 17, modifier plus 3
- Con13+1Constitution 13, modifier plus 1
- Int11+0Intelligence 11, modifier plus 0
- Wis16+3Wisdom 16, modifier plus 3
- Cha12+1Charisma 12, modifier plus 1
About this creature
The Mistryl Shadow Guards were an elite group of all-female Human mercenaries, sent from their home planet of Emberlene to earn money in support of the devastated communities of their world.
Emberlene. Using its might and wealth to conquer its neighbors, Emberlene subjugated dozens of worlds in their sector, plundering their wealth, and destroyed anything of value couldn't be taken.
The Destruction. The remaining planets in the sector pooled their resources and hired a mercenary army to fight for them. The mercenaries struck hard and fast, devastating Emberlene's forces and reducing the planet's infrastructure to rubble. Ensuing firestorms and air strikes against populated areas effectively ended the Emberlene threat, reducing its people to abject poverty.
The Lie. In the years after their destruction and partial reconstruction, the Eleven Elders decided to create a lie from this disaster. From a young age, the citizens of Emberlene were taught that many years ago, while the Galactic Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example to all who thought they could escape the rule of the Empire. This lie was created to instill a sense of loyalty and pride in the people of Emberlene, as well as a false sense of duty amongst the Mistryl.
Organization. The Shadow Guard typically operated in small teams led by a commander known as the Team Prime. On the other hand, Mistryl sometimes traveled as master-and-apprentice pairs, and individual warriors could be contracted out long-term as bodyguards. True to their mythos that Emberlene had been ravaged by Imperial forces, the Mistryl claimed that they never worked for the New Order, although when that loathing got in the way of a job, they often forgot this animosity, either through convenience or necessity.
Equipment & Methods. While the Guard were deadly at any time, the Shadow Guard were especially adept at close-quarters combat. They were well trained in martial arts, and also had a large amount of weapons training as well. They were trained to use hold-out blasters and vibroblades, and were also educated in the use of more exotic weapons such as hand claws, shock whips, and zenji needles. The Mistryl were legendary for their stealth and ability to remain unnoticed at all times. They had access to a huge database of profiles of galactic citizens. When needed, a guard could quickly use one of these and assume that person's identity in order to either get close to a target or get away from an area.
Traits
- Unarmored Defense
Actions
- Multiattack
The Mistryl makes three unarmed strikes or three dart attacks.
- Unarmed Strike
-Strength saving throw or drop one item it is holding (Mistryl's choice). -Dexterity saving throw or be knocked prone. -Constitution saving throw or be stunned until the Mistryl's next turn. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) kinetic damage. If the target is a creature, the Mistryl can choose one of the following additional effects. The target must Succeed on a DC 13:
- Dart
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.
