Doctor Hawley Griffin, (The Invisible Man)
Griffin is a alchemist whose research in optics and experiments into changing the human body’s refractive index to that of air results in his becoming invisible. A gifted, young, medical student with albinism, who studied optical density while at a university. Griffin believed he was on the verge of a great scientific discovery but felt uncomfortable working under the eyes of his professor. In order to ensure he would take the credit for himself; he left college and took up residence in a cheap dingy lnn where he could continue his experiments in solitude.
In order to finance his experiments, Griffin robbed his father who committed suicide after being robbed by his son. Working reclusively, he invented a formula to bend light and reduce the refractive index of physical objects, thus making them invisible. He intended from the start to perform the process on himself but was forced to rush his experiments due to persistent intrusions from his landlord, who was suspicious of his activities. He processed himself in order to hide from his landlord, setting fire to the building to cover his tracks.
He wound up alone, invisibly wandering the streets of London, struggling to survive out in the open whilst unseen by those around him. In order to make himself visible again, he stole some clothes from a dingy backstreet shop, including a long coat and hat, wrapping his head in bandages to conceal his invisibility, his eyes covered by large dark goggles. He took up residence in the Coach and Horses Inn in the village of Iping to reverse his experiment in a quiet environment, but complications arose with the locals, who were unnerved by his appearance. As a result, his progress was slowed down and he was left without sufficient money to satisfy the pub’s owners. In order to pay his bills, Griffin burgles local homes of causing the city guard to come after him, at which point he revealed his invisibility to all by throwing off his clothes and escaping.
By now driven to insanity by his inability to reverse the experiment, Griffin sought the assistance of a tramp named Thomas Marvel to carry money for him, but Marvel ran away with the money. Griffin pursued him to the town of Port Burdock, and there ran into his old schoolmate Dr. Arthur Kemp. Griffin attempted to convince Kemp to be his visible partner and help him begin a reign of terror. Kemp, rather than assisting the crazed Invisible Man, alerted Colonel Adye of the Port Burdock guard.
Furious and entertaining thoughts of world domination, Griffin kills Kemp, the first execution in the reign of terror….
Should Griffin die the effects of the invisibility formula wear off and his body will be visible again.
D&D 5E Epic Monsters: The Invisible Man
The ever-unseen rogue, a fellow that drank too quickly and deeply from the wishing well before regretting his choice in the final moments of his life: the Invisible Man!
What’s below is a more roguish version of the character in the spirit of the one you’ll find in the League of Extraordinary Gentlemen (comics or movie). In the original tale, Griffin is the inventor and experimental subject of his own serum but he burns down his laboratory to cover his tracks, and things go downhill for him from there. His attempts at thievery don’t go so well (he fails to steal clothing from a department store and ends up taking some from theater) but for a while he manages to get lodgings, and more importantly an area to resume his studies into the reproduction and reversal of the serum that made him invisible.
While trying to keep his secret he enrages a town and flees, committing his first murder with a lead pipe and then convincing a kid named Thomas Marvel to become his proxy. This lad eventually turns on him, and though Griffin thinks he’s found an ally in an old medical colleague named Kemp the doctor does as well (disturbed by the invisible man’s claims that he’ll undertake a ‘reign of terror’ upon the country). After he dies in the street his body becomes visible again, and Thomas ends up with his damaged notes—though he doesn’t know Latin or Greek it’s unlikely the world will ever see the concoction recreated.
Medium humanoid (human), chaotic neutral
Armor Class 14
Hit Points 55 (10d8+10)
Speed 30 ft.
|13 (+1)||18 (+4)||12 (+1)||14 (+2)||11 (+0)||10 (+0)|
Saving Throws Con +3
Skills Investigation +4, Nature +4, Perception +4, Sleight of Hand +8, Stealth +8
Damage Resistances cold
Senses passive Perception 14
Challenge 4 (1,100 XP)
Cunning Action. On each of his turns, the invisible man can use a bonus action to take the Dash, Disengage, or Hide action.
Feat: Stealther. The invisible man can attempt to hide even when he is only lightly obscured from a creature he’s trying to hide from. In addition, the invisible man’s position isn’t revealed when he misses with a ranged weapon attack against a creature he’s hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light.
Invisibility. The invisible man is invisible.
Second-Story Work. Climbing does not cost the invisible man extra movement. When he makes a running jump, the distance he covers increases by 4 feet.
Sneak Attack (1/Turn). The invisible man deals an extra 28 (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 the invisible man that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Multiattack. The invisible man attacks twice.
Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Uncanny Dodge. The invisible man halves the damage that he takes from an attack that hits him. He must be able to see the attacker.
|The Invisible Man (Alchemically Invisible Human Rogue 6/Assassin 8)|
|The Invisible Man CR 15|
Male alchemically invisible human rogue 6/assassin 8 CE
Init +9; Senses darkvision 60 ft., see invisibility; Perception +10
|AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dexterity, +1 dodge)|
hp 103 (14d8+34) Fort +7, Ref +15, Will +6; +4 vs. poison
Defensive Abilities evasion, improved uncanny dodge, natural invisibility, trap sense +2Weaknesses madness
|Speed 30 ft.|
Melee +2 assassin’s dagger +17/+12 (1d4+3/19-20) Special Attacks death attack (DC 21), poison use, sneak attack +7d6
|Strength 13, Dexterity 20, Constitution 12, Intelligence 14, Wisdom 10, Charisma 8|
Base Atk +10; CMB +11; CMD 27
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Stealthy, Throw Anything, Toughness, Weapon Finesse
Skills Acrobatics +20, Bluff +15, Climb +15, Disable Device +15, Disguise +15, Escape Artist +15, Intimidate +10, Knowledge (local) +10, Perception +10, Sense Motive +15, Sleight of Hand +20, Stealth +25, Swim +8
Languages Common, Undercommon, +1 additional
SQ hidden weapons, hide in plain sight, permanent spells, quiet death, rogue talents (bleeding attack +7, fast stealth, finesse rogue), trapfinding +3, true death
|Natural Invisibility (Ex) As his invisibility is inherent, it is not subject to invisibility purge or dispel magic. |
Madness (Ex) At the beginning of any combat round, he must make a DC 15 Will save or be confused for 1 round.
|He benefits from permanent darkvision, resistance, and see invisibility spells. In addition, he has had permanent invisibility placed on his armor and dagger, so that he can wear and wield these tools without becoming partially visible.|
|+2 studded leather (invisible), assassin’s dagger (invisible), gloves, goggles, hat, longcoat, 66 gp PC Gear +158,000 gp|
Section 15: Copyright Notice – Pathfinder Campaign Setting: Rival Guide
Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Publishing, LLC. Authors: Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart.