Tera is the second in command of the Black Knife Gang.
Manipulative and cruel Tera has connived and seduced her way to the top.
Her charms and guile are but a few tools in her kit bag. A deft hand with a blade and highly skilled at stealth and disguise Tera is a con man and racketeer.
Chosen by Kayne as his second and heir, he treats her like a daughter.
D&D 5e
Tera Reign
Rogue
Medium, Variant Human, Neutral Evil
Armour Class: 19 (+2 Studded Leather, Ring of Protection)
Hit Points: 53 (10d8)
Speed: 30 ft.
Initiative: +4
STR 21 (+5), DEX 19 (+4), CON 10 (+0), INT 12 (+1), WIS 14 (+2), CHR 18 (+4)
Saving Throws: STR +6, DEX +9, CON +1, INT +6, WIS +3, CHR +5 (+1 from Ring of Protection)
Skills: Acrobatics +8, Deception +5, Investigation +5, Perception +10, Performance +12, SoH +8, Stealth +12
Senses: Passive Perception 25, Passive Investigation 20, Passive Insight 12
Languages: Weyland, Neustrian Common, Thieves Cant.
CR: 10
Attack: 1
Rapier +2, Melee Weapon Attack: +11 to hit, reach 5 ft, one target, Hit 1d8+7 piercing damage. and on the first successful hit the target must make a DC 15 CON save or take 7D6 poison damage on a failed save, or half as much from a successful one.
Dagger of Venom, Melee Weapon Attack: +10 to hit, reach 5 ft, range 20/60 ft, one target, DC 15 CON save or take 2d10 poison damage and become poisoned for 1 minute.