Shadow Step (Recharge 4–6). As a bonus action, a Zhadar can teleport up to 30 feet to an unoccupied space that he can see.
Innate Spellcasting. A Zhadars innate spellcasting ability is Whisdom (spell save DC 17). He can innately cast the following spells, requiring no material components:
At will: ensnaring strike, Spider Climb
3/day each: Locate Creature, darkness, Blight
1/day each: Synaptic Static, Nondetection
Magic Resistance. A Zhadar has advantage on saving throws against spells and other magical effects.
Equipment. A Zhadar wears a drinking pouche with an special Elixir
Multiattack. A Zhadar makes three weapon attacks. He can cast a spell in place of one of these attacks.
Darkspear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 7) piercing damage.
Drink. The Zhadar drinks from his Elixir and regains his Shadowstep, Spells and 50 Hitpoints
Description
The Zhadar are Dwarfen Assassins.
To be able to do the dirty work that has to be done a few Dwarfs give up their lifes and souls to become killing machines.
In a dark ritual their bodys are changed. They are branded with runes and their eyeballs are replaced with magic gems that let them see even in absolute darkness and throug spells that would hinder sight. Their teeth are grinded to a point and filled with deadly poison. Their toungs are cut out and their mouths are sown shut so they can never talk. Their minds are infused with spells so their minds can never be read.
And to make them strong and give them magic abilitys they drink a special elixir brewd from the rare blood of sorcerers. This elixir is highly addictiv and will eventually kill them.
Previous Versions
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