Assassinate. During its first turn, the witcher has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores against a surprised creature is a critical hit.
Evasion. If the witcher is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the witcher instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the witcher deals an extra 28 (8d6) 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 witcher that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The witcher makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 5) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Uncanny Dodge. When the Witcher is hit by an attack, she can use her reaction to halve damage of that attack.
The witcher 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. The vampire regains spent legendary actions at the start of its turn.
Move. The witcher moves up to its speed without provoking opportunity attacks.
Hide. The witcher takes the hide action.
Shortsword.(Costs 2 Actions). The witcher makes one shortsword attack.







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