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Doctor Hawley Griffin, (The Invisible Man)

Doctor Hawley Griffin, (The Invisible Man)
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  • Alias: Dr. Hawley Griffin, The Invisible Man
  • Gender: Male
  • Race: Human
  • Occupation: Scientist
  • Religion: Unknown
  • Allies: None mentioned
  • Enemies: Society at large due to his actions
  • Abode/Base of operations: Initially, Griffin’s base of operations is his laboratory, but he becomes a transient figure as he becomes invisible and embarks on his chaotic path.
  • Nationality: Presumably British
  • Languages: English
  • Alignment: Chaotic Neutral
  • Affiliation(s): None mentioned
  • Significant others: None mentioned

Born as Dr. Hawley Griffin, The Invisible Man is a figure shrouded in mystery and intrigue. His life’s journey takes him from a brilliant scientist to a notorious criminal, fueled by his insatiable thirst for power and dominance.

Life Story: Dr. Hawley Griffin began his life as a gifted scientist, delving into the realms of optics and invisibility. His groundbreaking experiments led to the discovery of a serum that rendered him invisible. However, intoxicated by his newfound power, Griffin’s morals decayed, leading him down a dark path of deception and villainy.

Embracing his newfound invisibility, Griffin embarked on a spree of chaos and crime, reveling in his ability to move undetected among society. He became known as The Invisible Man, a spectral figure haunting the streets and striking fear into the hearts of all who crossed his path.

Despite his invisible nature, Griffin’s actions were far from subtle. He used his powers to manipulate and terrorize those around him, leaving a trail of chaos and destruction in his wake. His exploits ranged from petty theft to acts of calculated violence, earning him a reputation as one of the most dangerous criminals of his time.

Achievements: The Invisible Man’s most notable achievement lies in his mastery of invisibility, a power that grants him unparalleled freedom and control over his surroundings. His ability to evade capture and sow fear among his enemies has solidified his status as a formidable adversary.

Description as a Character: The Invisible Man is a complex character, driven by a combination of ambition, arrogance, and a thirst for power. His relentless pursuit of dominance blinds him to the consequences of his actions, leading him down a path of destruction and despair.

Despite his invisibility, Griffin craves recognition and validation, seeking to assert his dominance over those he perceives as inferior. His fearlessness in the face of danger borders on reckless, fueled by a sense of invincibility derived from his invisibility.

Fears and Motivations: Deep down, The Invisible Man harbors a fear of insignificance and irrelevance, driving him to assert his dominance at any cost. His actions are driven by a desire for power and control, as he seeks to carve out his place in the world and leave behind a legacy that will never be forgotten.

What He Wants to Achieve: Above all else, The Invisible Man seeks to establish himself as a figure of fear and reverence, wielding his invisibility as a tool to exert his influence over others. He craves recognition and adulation, believing that his power and dominance will secure him a place of prominence in history.

However, beneath his facade of confidence lies a deep-seated insecurity, as he grapples with the knowledge that his invisibility isolates him from the world he seeks to conquer. Despite his best efforts, The Invisible Man remains forever trapped in the shadows, forever searching for the recognition and validation that will forever elude him.

The Invisible Man
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Medium humanoid (human), neutral evil


Armor Class 12 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)16 (+3)18 (+4)14 (+2)12 (+1)16 (+3)

Saving Throws Dex +6, Con +7, Wis +4
Skills Perception +4, Stealth +9
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages Common
Challenge 7 (2,900 XP)


  • Invisibility. The Invisible Man is invisible, except when he wears clothing or carries objects.
  • Sneak Attack. Once per turn, The Invisible Man deals an extra 14 (4d6) 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 his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
  • Evasion. If The Invisible Man 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.
  • Uncanny Dodge. When an attacker The Invisible Man can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Actions

Multiattack. The Invisible Man makes two attacks with his rapier or his dagger.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Invisible Ambush (Recharge 5-6). The Invisible Man moves up to his speed without provoking opportunity attacks. During this movement, he can move through other creatures and objects as if they were difficult terrain. He can use his action to make a melee attack against any creature he passes during this movement. If he hits, the target takes an extra 14 (4d6) damage.


Reactions

Disappearing Act. When The Invisible Man takes damage, he can use his reaction to turn invisible until the start of his next turn or until he attacks, deals damage, or forces a creature to make a saving throw. He can then move up to half his speed without provoking opportunity attacks.


Equipment

  • Rapier
  • Dagger
  • Leather armor
  • Potion of Invisibility
  • Bag of Tricks

Lair Actions

On initiative count 20 (losing initiative ties), The Invisible Man takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • The Invisible Man creates an illusory double of himself in a space he can see within 60 feet of him. The double appears to be standing in that space, and it moves and acts as if it were real, but it has no physical substance. It lasts until initiative count 20 on the next round, at which point it vanishes.
  • The Invisible Man creates a magical fog in a 20-foot-radius sphere centered on a point he can see within 120 feet of him. The fog spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round, at which point it dissipates.
  • The Invisible Man uses his Disappearing Act reaction without expending a use of it.

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D&D 5E Epic Monsters: The Invisible Man

The Invisible Man DnD 5e BANNER.jpg

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!

D&D 5E – Epic Monsters: The Invisible Man | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

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.

Invisible Man
Medium humanoid (human), chaotic neutral
Armor Class 14
Hit Points 55 (10d8+10)
Speed 30 ft.

STRDEXCONINTWISCHA
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
Languages English
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.

ACTIONS
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.

REACTIONS
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

XP 51,200

Male alchemically invisible human rogue 6/assassin 8 CE

Medium humanoid

Init +9; Senses darkvision 60 ft., see invisibility; Perception +10
DEFENSE
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
OFFENSE
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
STATISTICS
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
SPECIAL ABILITIES
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.
Permanent Spells
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.
Gear
+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.

Dr. Jack Griffin from The Invisible Man.  1933
Dr. Jack Griffin from The Invisible Man.  1933

The Invisible Man, created by H.G. Wells, is a seminal character in science fiction literature. His story unfolds in the novel “The Invisible Man,” first published in 1897. The protagonist, Dr. Hawley Griffin, is a brilliant scientist who discovers the secret of invisibility through a scientific experiment involving a new drug.

Initially, Griffin’s invisibility grants him a sense of power and freedom, but he soon finds himself isolated and alienated from society. With his newfound ability, he embarks on a path of crime and chaos, wreaking havoc wherever he goes. The novel follows Griffin’s descent into madness as he becomes increasingly consumed by his own power and paranoia.

As Griffin struggles to control his invisibility, he faces numerous challenges and moral dilemmas. He is forced to confront the consequences of his actions and grapple with the ethical implications of his newfound ability. Throughout the novel, Griffin’s character evolves from a brilliant scientist to a tragic figure driven mad by his own ambition.

“The Invisible Man” explores themes of power, identity, and the consequences of unchecked ambition. It is considered a classic work of science fiction and has inspired numerous adaptations in literature, film, and other media. The character of the Invisible Man continues to fascinate and captivate audiences, remaining one of the most iconic figures in literary history.

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