Medium Humanoid (Orc), Chaotic Evil
Armor Class 17 (studded leather armor, +2)
Hit Points 88 (12d8 + 36)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
15 (+2)
CHA
6 (-2)
Saving Throws DEX +6, INT +3
Skills Acrobatics +9, Insight +8, Perception +8, Stealth +9
Senses Darkvision 60, Passive Perception 18
Languages Common, Orc, Thieves' Cant
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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

Sneak Attack. Once per turn, the Zarak deals an extra 14 (4d6) 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.

Special Equipment. Zarak carries a potion of invisibility, studded leather armor, +2, and 2 dagger, +2.

Actions

Multiattack. Zarak makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, plus an extra 7 (2d6) piercing damage if the target is a creature and Zarak has at least 18 hit points.

Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Humanoid. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 8 (2d4 + 3) slashing damage at the start of each of its turns, and Zarak can’t grapple another creature or use Assassin’s Whim.

Bonus Actions

Assassin’s Whim. Zarak takes the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. Zarak halves the damage he takes from an attack made against him, provided he can see the attacker.

Description

A higher difficulty Zarak for use against higher level players.

Alignment. Chaotic evil.

Personality Trait. “I mince people, not words.”

Ideal. “Coin is what I crave.”

Bond. “Once I agree to kill something, I pursue my quarry until the job is done.”

Flaw. “A friend is just an enemy I haven’t made yet.”

Combat Notes

When faced with multiple foes, Zarak prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal garrote, so that he can hear the dying breath of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees.

League of Malevolence

The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.

Monster Tags: League of Malevolence

Dovenwolf

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