Sebastian Moran — Moriarty’s Master Marksman
Colonel Sebastian Moran can watch a window for six hours without shifting his weight. He knows when quarry will run and precisely where to place a shot so that a witness never speaks again. To Professor Moriarty, he is the specialist trusted with work that no ordinary criminal can finish. He is not dependent on his employer: his own marksmanship, patience and nerve make him one of London’s most dangerous men.
Moran chooses his ground, tests his weapon and keeps his own money. He dislikes orders but enjoys a worthy hunt. His weakness is pride: an opponent who escapes him becomes a personal challenge.
At a Glance
- Name: Colonel Sebastian Moran
- Species: Human
- Age: Early fifties
- Base: London
- Role: Veteran soldier, hunter, gambler and assassin
- Alignment: Neutral Evil
- Employer: James Moriarty
- Opponent: Sherlock Holmes
- Weapon: Von Herder’s Silent Air-Gun
- Faction: Moriarty’s Criminal Web

Game Statistics
Colonel Sebastian Moran
Medium Humanoid (Human), Neutral Evil
Armor Class 17 (studded leather)
Hit Points 162 (19d8 + 76)
Speed 30 ft.
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 18 (+4) | 14 (+2) | 18 (+4) | 12 (+1) |
Saving Throws Dex +9, Con +8, Wis +8
Skills Athletics +6, Deception +5, Insight +8, Perception +12, Sleight of Hand +9, Stealth +13, Survival +12
Senses Passive Perception 22
Languages English, Persian, Hindavi
Challenge 10 (5,900 XP; PB +4)
Traits
Predator’s Patience. Moran has Advantage on Wisdom (Perception) and Wisdom (Survival) checks to detect or track a creature he has observed for at least 1 minute.
Deadeye. His air-gun attacks deal an extra 13 (3d8) Piercing damage on a hit, already included in the attack below. This bonus requires no ally, hiding or other prerequisite.
Von Herder’s Silent Air-Gun. This unique, two-handed pressure weapon fires specially made lead pellets. It produces a short mechanical snap rather than a gunpowder report. Its sound does not automatically reveal Moran’s location, but visible movement, the pellet’s impact and ordinary detection still can. Each attack expends one pellet; the mechanism allows both attacks of his Multiattack without spending another action to reload.
Actions
Multiattack. Moran makes two Silent Air-Gun attacks or two Dagger attacks.
Silent Air-Gun. Ranged Attack Roll: +9, range 100/400 ft., one target. Hit: 30 (2d10 + 5 plus 3d8) Piercing damage.
Dagger. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) Piercing damage.
Pinning Shot (Recharge 5–6). Moran makes one Silent Air-Gun attack, expending one pellet. If it hits, the target must succeed on a DC 17 Constitution saving throw or have its Speed reduced to 0 until the start of Moran’s next turn. This action replaces Multiattack.
Bonus Actions
Mark Prey. Moran chooses one creature he can see within 200 feet. His next Silent Air-Gun attack against that creature before the end of this turn has Advantage and ignores Half Cover, but not Three-Quarters Cover or Total Cover.
Disappear. Moran takes the Hide action if he has cover that conceals him or is Heavily Obscured.
Reactions
Predator’s Step (3/Day). When a creature Moran can see targets him with a ranged attack, he can move up to 10 feet along an unobstructed route before the attack roll, provided his Speed is greater than 0. If the attack can still target him, its roll has Disadvantage.
Equipment and Tactics
Studded leather armor, Von Herder’s Silent Air-Gun, twenty lead pellets, maintenance kit, dagger, hood, climbing cord and marked playing cards. Moran has no Spellcasting or Legendary Actions. He chooses high ground, fires at a marked target and changes position rather than allowing enemies to close into melee.
Colonel Sebastian Moran
Medium humanoid (human), neutral evil
Armor Class 17 (studded leather)
Hit Points 162 (19d8 + 76)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 18 (+4) | 14 (+2) | 18 (+4) | 12 (+1) |
Saving Throws Dex +9, Con +8, Wis +8
Skills Athletics +6, Deception +5, Insight +8, Perception +12, Sleight of Hand +9, Stealth +13, Survival +12
Senses passive Perception 22
Languages English, Persian, Hindavi
Challenge 10 (5,900 XP; proficiency bonus +4)
Traits
Predator’s Patience. Moran has advantage on Wisdom (Perception) and Wisdom (Survival) checks to notice or track a creature he has watched for at least 1 minute.
Deadeye. Whenever Moran hits with his air-gun, the attack deals an extra 13 (3d8) piercing damage, included below. It does not require advantage or an ally.
Von Herder’s Silent Air-Gun. This one-of-a-kind, two-handed pressure weapon fires custom lead pellets without gunpowder. It makes a mechanical snap; bystanders can still hear an impact or see its effect. One pellet is expended per attack. Its custom mechanism allows both attacks in his Multiattack without a separate loading action.
Actions
Multiattack. Moran makes two attacks with his Silent Air-Gun, or two with his dagger.
Silent Air-Gun. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 30 (2d10 + 5 plus 3d8) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Pinning Shot (Recharge 5–6). Moran fires one air-gun attack instead of using Multiattack. On a hit, the target must succeed on a DC 17 Constitution saving throw or have its speed reduced to 0 until the start of Moran’s next turn.
Bonus Actions
Mark Prey. Moran selects a creature he can see within 200 feet. His next air-gun attack against it before the end of the turn has advantage and ignores half cover, but not three-quarters or total cover.
Disappear. Moran takes the Hide action when adequately concealed by cover or heavily obscured.
Reactions
Predator’s Step (3/Day). When a visible creature targets Moran with a ranged attack, before the attack roll he can move 10 feet through unobstructed space if his speed is not 0. If the attack still has a valid target, the attack roll is made with disadvantage.
Equipment and Tactics
Studded leather armor, unique Silent Air-Gun, twenty lead pellets, tools, dagger, hood, climbing cord and playing cards. He has no spellcasting. Moran stalks a victim from cover, shoots twice where possible and withdraws along a prepared escape route.
Colonel Sebastian Moran CR 10
XP 9,600
Male human fighter 8/rogue 3
NE Medium humanoid (human)
Init +9; Senses Perception +23
Defense
AC 26, touch 18, flat-footed 20 (+8 armor, +5 Dex, +2 deflection, +1 dodge)
hp 106 (8d10 + 3d8 + 44; first fighter Hit Die maximized)
Fort +13, Ref +12, Will +10
Defensive Abilities evasion, trap sense +1; armor training 2
Offense
Speed 30 ft.
Ranged +2 Von Herder Silent Air-Gun +19 (2d8 + 5/×3 plus 3d6 studied-prey precision); full attack +19/+14 (same damage); range increment 80 ft.
Melee masterwork dagger +13 (1d4 + 2/19–20)
Special Attacks studied prey (see below), sneak attack +2d6 when its normal conditions apply, weapon training (air-gun group +1)
Base Atk +10; CMB +12; CMD 30
Statistics
Str 14, Dex 20, Con 18, Int 14, Wis 16, Cha 12
Feats Deadly Aim, Dodge, Exotic Weapon Proficiency (Silent Air-Gun), Improved Initiative, Iron Will, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (Silent Air-Gun), Weapon Specialization (Silent Air-Gun)
Rogue Talent Fast Stealth
Skills Acrobatics +15, Bluff +11, Climb +13, Knowledge (local) +12, Perception +23, Sense Motive +13, Sleight of Hand +14, Stealth +19, Survival +15
Languages Common, Persian, Hindavi
Combat Gear twenty specially made lead pellets, tool kit, dagger, climbing cord, hood
Other Gear +2 mithral breastplate, +2 Silent Air-Gun, ring of protection +2, cloak of resistance +2, marked playing cards
Special Abilities
Von Herder’s Silent Air-Gun (Ex; campaign weapon). Exotic two-handed early firearm, 2d8 piercing damage, ×3 critical, range increment 80 ft., misfire 1. Its singular pressure mechanism fires quietly, uses one special pellet per attack and permits Moran’s normal iterative attacks without spending additional actions to reload. Within the first range increment, attacks resolve against touch AC under Pathfinder’s early-firearm rules; beyond it they use normal AC. This is a one-of-a-kind mechanism, not a standard purchasable firearm. The weapon is enhanced to +2, included in the values above.
Studied Prey (Ex; original ability). As a swift action, Moran selects one creature he can see within 200 feet. His air-gun attacks against that creature deal an extra 3d6 precision damage, included in the ranged line above. The ability requires neither flanking nor an ally, but has no effect on creatures immune to precision damage. Standard rogue sneak attack +2d6 applies separately only when its usual prerequisites are met. Only one creature can be studied at a time; selecting another ends the first selection.
Predator’s Step (Ex; 3/day). Before a ranged attack roll against him, Moran can use an immediate action to move 10 feet along an unobstructed path and gain a +4 dodge bonus to AC against that triggering attack. He must be able to move and must perceive the attacker.
Deadly Aim. If Moran uses this feat, his normal full attack is +16/+11, dealing 2d8 + 11 piercing damage plus 3d6 studied-prey precision. Rapid Shot. A full attack made with Rapid Shot is +17/+17/+12 (before Deadly Aim and any range or cover modifiers). The air-gun expends one pellet for each attack.
Tactics
Before Combat Moran observes and studies his intended victim, takes cover and measures an escape route. During Combat He shoots from within 80 feet when possible to exploit the weapon’s first range increment; he switches perches when enemies close in. Morale He retreats rather than fight a losing melee. He uses no spells.
Colonel Sebastian Moran CR 11
Male human rogue 3/fighter 8
NE Medium humanoid (human)
Init +9; Senses Listen +11, Spot +16
Defense
AC 25 (26 against his Dodge target), touch 17 (18 against his Dodge target), flat-footed 20 (+8 armor, +5 Dex, +2 deflection; +1 dodge against one designated foe)
hp 101 (3d6 + 8d10 + 44; first rogue Hit Die maximized)
Fort +13, Ref +12, Will +10
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Ranged +2 Von Herder Silent Air-Gun +18 (2d8 + 4/×3 plus 3d6 studied-prey precision); full attack +18/+13 (same damage); range increment 80 ft.
Melee masterwork dagger +13 (1d4 + 2/19–20)
Special Attacks studied prey (see below), sneak attack +2d6 when its normal conditions apply
Base Atk +10; Grp +12
Statistics
Str 14, Dex 20, Con 18, Int 14, Wis 16, Cha 12
Feats Dodge, Exotic Weapon Proficiency (Silent Air-Gun), Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Spot), Weapon Focus (Silent Air-Gun), Weapon Specialization (Silent Air-Gun)
Skills Bluff +7, Climb +10, Disable Device +8, Hide +14, Listen +11, Move Silently +14, Ride +8, Search +8, Sense Motive +9, Sleight of Hand +10, Spot +16, Tumble +10, Use Rope +11
Languages Common, Persian, Hindavi
Possessions +2 mithral breastplate, +2 Silent Air-Gun, ring of protection +2, cloak of resistance +2, twenty lead pellets, maintenance tools, masterwork dagger, climbing cord, hood, playing cards
Special Abilities
Von Herder’s Silent Air-Gun (Ex; campaign weapon). This unique two-handed exotic ranged weapon deals 2d8 piercing damage (×3 critical; 80-foot range increment). Its mechanical pressure device makes little noise, expends one special lead pellet per attack and permits normal iterative attacks without spending another action to reload. Attacks target normal AC: Pathfinder’s firearm touch-AC rule does not apply in D&D 3.5e. The +2 magical enhancement is included in the attack and damage above.
Studied Prey (Ex; original ability). As a swift action Moran studies one creature he can see within 200 feet; each hit with his air-gun against that creature deals an extra 3d6 precision damage, included in the attack line. No ally, flanking or denial of Dexterity is required for this separate ability, but creatures immune to precision damage ignore these extra dice. Ordinary rogue sneak attack +2d6 adds damage only when its standard conditions apply. Moran can study only one creature at a time.
Predator’s Step (Ex; 3/day). Before an incoming ranged attack roll from a visible attacker, Moran can use an immediate action to move 10 feet through unobstructed space and gain a +4 dodge bonus to AC against that attack, provided he can move.
Rapid Shot. During a full attack, Moran can make one additional shot at his highest attack bonus but takes a –2 penalty on all shots, giving +16/+16/+11 before other modifiers. Each attack expends one pellet. Dodge. Moran designates one opponent on his turn and gains +1 dodge AC only against that opponent, as shown above.
Tactics
Before Combat Moran chooses an overlooked rooftop and a separate way out. During Combat He studies a target, fires from cover and moves before enemies reach his position. Morale He disengages when pinned down and never assumes the Web will rescue him. He casts no spells.
What Is Sebastian Moran Doing Right Now?
Three barges have vanished beneath London Bridge. A chandler’s apprentice can identify the vessel Moriarty means to seize, but escaped the first search. Moran has found the apprentice’s old lodgings and watches the people who shelter him. The adventurers interest him more than the child: if they escape him twice, he turns their pursuit into a personal contest.
Appearance and Manner
He is broad-shouldered and weathered, with a bristling moustache and tiger-like eyes. He is courteous at the gaming table, patient with animals and dangerous when humiliated. His service in paid military companies and hunting expeditions across India taught him the habits of quarry and the price of hesitation. The men he once commanded call him Colonel.
Relationships
Moriarty’s Criminal Web. Moran is the organisation’s senior marksman and most trusted assassin. He reports personally to Moriarty but retains his own informants, wagers and rivalries; ordinary operatives answer to local handlers rather than to Moran. The network can provide information, transport and hiding places, but Moran does not need its help to fight.
James Moriarty: respected patron and calculating employer. Sherlock Holmes: an enemy who understands the hunter’s tricks. John Watson: can recognise air-pellet injuries. Von Herder: German artisan who made the silent air-gun using rare gnomish pressurework.
Adventure Hooks
- The Window Across the Yard. A man is shot in a locked upstairs room; the pellet proves the shot came from across the street. Moran watches the investigators arrive.
- The Colonel’s Table. He lets the party win at cards. His true stake is the hiding place of the boy they protect.
- Second Vantage. The first sniper perch holds a weighted cloak and a discarded pellet pouch; Moran is already aiming from the rooftop above.
- The Hunter’s Debt. A veteran knows Moran cheated a dead soldier out of his share. Moran intends to silence the witness.
Von Herder’s Silent Air-Gun is the only one of its kind in London. Unlike the firearms carried by ordinary soldiers, its pressure mechanism and specially made ammunition are closely guarded secrets. No ordinary gunsmith can provide a replacement.
Literary Sources
Colonel Sebastian Moran comes from Arthur Conan Doyle’s The Adventure of the Empty House (1903). His role as a former officer, big-game hunter, gambler, murderer and Moriarty associate and Von Herder’s unusual air-gun originate in that work. Original story; Sidney Paget illustration and licence.
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