Medium Humanoid (Human), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 280 (20d8 + 120)
Speed 30 ft.
STR
11 (+0)
DEX
24 (+7)
CON
22 (+6)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws DEX +14, WIS +12
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 15
Languages Common, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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

Sneak Attack. Once per turn, the assassin deals an extra 70 (20d6) damage when it 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 11 (1d8 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

This section to be completed at a later date.

fright (WIS save)?

hide

Reactions

This section to be completed at a later date.

Legendary Actions

Bhaal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bhaal regains spent legendary actions at the start of his turn.

Rough Legendary action ideas:

one to paralyze (via excruciating pain, CON save)

one to consume life force (heal hp?)

one to make two shortsword attacks

 

Mythic Actions

 

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Lair and Lair Actions

This section to be completed at a later date.

lair actions will revolve around the different types of plants in the arborium and/or other aspect of the room

Monster Tags: undeadhumanoid

xfoster