Geriesh

The truth behind the Raven Roost bandits’ rise to power is a trio of shadar-kai, shadow cloaked elves. Travelling far from their homes, they gained respect in the outlaw society of the Vale for their brutal, merciless displays of power and violence. It took them mere weeks to convince the outlaw population of the southern Vale to join them, offering leadership and instruction that the bandits sorely needed.

Geriesh was a former spymaster and assassin for his warlord, and has maintained this role within Raven Roost. He directs those bandits and new recruits who show promise in the arts of stealth and murder, training harriers and cutthroats. He rarely has need to leave the manor these days, but does on occasions where his experience and expertise is vital.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.

5th Edition

Geriesh
Medium humanoid (elf, rogue), neutral evil
Armor Class 16 (studded leather)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
Str 14 (+2) Dex 19 (+4) Con 12 (+1) Int 15 (+2) Wis 16 (+3) Cha 16 (+3)
Saving Throws Dex +7, Int +5
Skills Deception +6, Perception +6, Stealth +7
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 6 (2300 XP)
Evasion. If Geriesh is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Geriesh takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Shadow Leap (Recharge 5-6). As a bonus action, Geriesh can teleport up to 30 feet to an unoccupied space he can see.
Sneak Attack (1/Turn). Geriesh deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when Geriesh is within 5 feet of the target and no other creature is within 5 feet of the target and Geriesh doesn’t have disadvantage on the attack roll.
Swiftshadow Master. Each creature of Geriesh’s choice within 25 feet of him has advantage on Dexterity (Stealth) checks.
Actions
Multiattack.
Geriesh makes two melee attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Poisoned Dagger (1/Short Rest). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage plus 7 (2d6) poison damage, and if the target is a creature it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target’s speed is reduced to 0, and it takes 5 (1d10) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Uncanny Dodge.
Geriesh halves the damage that he takes from an attack that hits him. Geriesh must be able to see the attacker.

13th Age

Geriesh
Double-strength 3rd level troop [humanoid] C2A0
Initiative: +10
Katar +8 vs. AC (2 attacks)C2A0- 8 damage
Combat Advantage:C2A0This attack deals 12 damage against targets that are dazed, hampered, stuck, stunned, vulnerable, or weakened, or if the target is engaged with one of GerieshE28099s allies.
Critical Hit:C2A0The target is stunned (save ends).
R: Dagger Flick +8 vs. AC (one nearby enemy)C2A0- 8 damage, and the target is stuck and takes ongoing 10 poison damage (save ends both)
Miss:C2A05 poison damage and the target is stuck until the end of its next turn.
Limited Use:C2A01/battle.
Shadow Leap:C2A01/battle, as a move action, Geriesh can teleport to a nearby spot he can see.
Swiftshadow Master:C2A0Nearby allies gain a +4 bonus to initiative checks.
ACC2A018 PDC2A016 MDC2A015 HPC2A090

Check it out!