Medium Humanoid, Lawful Evil
Armor Class 16 Ethereal plate (enchanted to be transcient, strong and lightweight)
Hit Points 70 (10d8 + 3)
Speed 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws WIS +7
Skills Acrobatics +12, Athletics +12, Stealth +10
Damage Resistances Damage from Spells
Condition Immunities Grappled
Senses Blindsight Due to their familiarity with the ethereal they can sense living creatures within 60ft with advantage and 120 with disadvantage , Passive Perception 15
Languages Common, Elvish, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ethereal shift

Due to their intense death defying training these monks possess the ability to defy the borders of the planes and transition from the prime material to the border ethereal on command, this can be done 10 times per long rest and only consumes a bonus action or reaction when used, this shift can last at maximum two rounds and once returned allows the assassin to have advantage on attacks against creatures due to your rapid reappearance and they'll have disadvantage on attacks against the assassin due to this same fact, this affect lasts a round 

Shield ethereal 

once per long rest as an action the assassin can use their bond to the ethereal to open up a gate surrounding them to it, this means that the assassin is resistant to all damage from all ranged and spell based attacks, this affect lasts 6 rounds 

Fade resistance 

This creature is familiar with the balance of ethereal and material and so 2 times per long rest this creature when reduced to 0 hit points but not fully killed it can instead drop to one

 

Spellcasting. The assassin lacks significant spell casting abilities due to its mainly ethereal based skills and so is only a 5th-level spellcaster. Its spellcasting ability is wisdom (spell save DC is 15, spell attack bonus is +8 to hit with spell attacks). The ethereal assassin has the following monk abilities and its subsequent spells prepared:
Cantrips (at will): Light, Poison spray
1st level spells: Ice knife,  Magical missile

2nd level spells:  Invisibility, See invisibility

 

Actions

Multi-attack - up to 6 attacks and any combination from these choices

Enchanted ethereal blade . Melee Weapon Attack: +9 to hit, reach 5 ft, versatile, (1d8+2) slashing damage. , if lost will return to owner through the ethereal plane within 1d10 rounds

Faded spear Ranged Weapon Attack: +7 to hit, range 30/120 ft, thrown, versatile. (1d6 + 1) Piercing damage.

Bonus Actions

Ethereal shift

This monster can use its special trait of Ethereal shift as a reaction, which will be counted against its total 

Reactions

Ethereal shift

This monster can use its special trait of Ethereal shift as a reaction, which will be counted against its total 

 

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Trained from birth, these assassins descend from a powerful divergent sect of the path of shadows monk college, whom are a human and elvish sect, whom not fulfilled with the protection of the shadows use the protection of the unseen world instead

These monks go through rigorous training from birth, with some of their first training exercises being near death experiences to bring themselves closer to the ethereal and keep them capable of returning

due to this extreme training their body is adjusted to the typical conditions of the ethereal and so many have paler skin, hair and eyes

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2022 8:11:06 PM
4
1
5E
Coming Soon
Sergor123

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