Corfin Ack-Sembar

Thief by Shiprock, licensed for noncommercial reuse

Corfin was born in Dragonspur City in the year 8131 F.R. to Sembar and Brighde, both of whom originally hailed from the Kingdom of Envy, formerly known as Orland. Sembar had been a footman in the armies of the drow Lord, but deserted and fled north with his young wife. He found conditions in the Spur little better than they had been in Orland, and soon he turned to crime to support his family and his burgeoning alcoholism. It was not long before Sembar joined the organized crime syndicate led by Willy the Sly. Sembar proved himself ruthless in carrying out the orders of Willy, and eventually became an underboss in the guild. He took his young son Corfin with him to the guild nearly every day, and there the impressionable lad observed his father beating, torturing, and killing people at the behest of those in power. Sembar was eager to please, almost fawning, but never succeeded in moving up in the guild. At the same time, the ex-soldier began pimping out his wife Brighde. At a young age, Corfin watched her steady dissolution and ultimate death on the harsh streets of the Lord of Lust's Dragonspur.

When Corfin came of age, he also began working as a runner and low-ranking thug in the crime syndicate of Willy the Sly. The young man, however, had a great deal more natural ability than his father; he was intelligent, talented in the area of inner-syndicate politics, and good with a blade. Corfin learned much by watching the machinations of the up-and-coming guild boss, Lalsthor, and attempted to support Lalsthor in a bid for power against Willy the Sly. The older boss was not to be overthrown so easily, however, and had a hit put out on Lalsthor. Thinking the hit was successful, Corfin was surprised to find Lalsthor had returned one dark night to slay Willy the Sly. The young thief was rewarded for his loyalty when Lalsthor took over the guild: he was made second in command. He became the new guild leader's right-hand-man, and it seemed Lalsthor needed it, for Lalsthor (who came to be called Longcloak, for he was henceforth never seen without this garment) would by no means leave his new lair in the sewers under the guild, and he had Corfin carry out all of his business in the city.

When the Spur was freed from the Lord of Lust in F.R. 8161, Corfin manipulated the chaotic situation in the city to concretize the position of the guild. He eventually grew tired of his position as the subordinate of the reclusive Longcloak , and, using what he learned while supporting Longcloak in his coup, he machinated to overthrow the guild leader and assume control. He manipulated the Lords of the West into slaying Longcloak, who turned out to be a wraith. Most of the guild members were slain during the fight, however, and Corfin found himself assuming control of a much-weakened guild. He moved the location of the guild and succeeded in keeping his hand in nearly every underworld dealing in the city. As a way of generating further income, he began serving as a spy for Afej the Black, the would-be conqueror of Dragonspur. This was a fatal mistake, however, for the Lords of the West, in defending the city and as retribution for the guild boss's many crimes, made it a point to seek out and slay Corfin. He fell under their slashing blades in F.R. 8170.

Personally, Corfin was of medium build, with long graying hair and stubble on his unmemorable, if slightly handsome face. His only identifying feature is a faint scar on his nose and right cheek. Corfin was haughty and arrogant, with high ambitions but with the ability to back them up. Although approaching forty, Corfin was still in good physical condition and made it a point to stay in tip-top fighting shape.

Corfin Ack-Sembar

Medium humanoid (human), neutral evil

Armor Class   16 (studded leather)
Hit Points  104 (16d8 + 32)
Speed   30 ft.

STR  12 (+1)   DEX  18 (+4)   CON  14 (+2)   INT  16 (+3)   WIS  12 (+1)   CHR  14 (+2)

Saving Throws   Dexterity +9, Intelligence +8, Wisdom +6
Skills   Deception +7, Insight +6, Investigation +8, Perception +6, Persuasion +7, Sleight of Hand +9, Stealth +9
Senses   darkvision 60 ft., passive Perception 16
Languages   Kelevan, Dark Speech
Challenge   8 (3900 XP)

Cunning Movement.On each of his turns, Corfin can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. When Corfin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Blindsense. If Corfin is able to hear, he is aware of the location of any hidden or invisible creature within 10 feet of him.

Sneak Attack. Once per turn, Corfin deals an extra 24 (8d6) damage when he hits 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 Corfin's that isn’t incapacitated and Corfin doesn’t have disadvantage on the attack roll.


Multiattack. Corfin makes two melee or two ranged attacks.

Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 14 Constitution saving throw or take 12 (4d6) poison damage.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.