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
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.
Ethereal shift
This monster can use its special trait of Ethereal shift as a reaction, which will be counted against its total
Ethereal shift
This monster can use its special trait of Ethereal shift as a reaction, which will be counted against its total
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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5/3/2022 8:11:06 PM
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4
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1
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5E
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Coming Soon
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