Medium Humanoid (Half-Elf), Neutral Evil
Armor Class 15 (studded leather)
Hit Points 188 (12d8 + 56)
Speed 30 ft.
STR
11 (+0)
DEX
22 (+6)
CON
18 (+4)
INT
20 (+5)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +9, CON +7, INT +8, WIS +3
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Immunities Poison
Condition Immunities Frightened
Senses Passive Perception 13
Languages Abyssal, Common, Elvish, Orc Thieves' cant plus any three languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Assassinate. During its first turn, Almer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the half-elf scores against a surprised creature is a critical hit.

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

Death Strike. Almer became a master of instant death. When he attacks and hits a creature that is surprised, it must make a Constitution saving throw (DC 8 + Dexterity modifier + proficiency bonus). On a failed save, double the damage of your attack against the creature.

Dark Devotion. Almer has advantage on saving throws against being charmed or frightened.

Kissed by Talona. Almer has poison inmmunity.

Spellcasting. Almer is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): resistance, poison spray x3, thaumaturgyinfestation  

1st level (5 slots): [command, inflict wounds, shield of faithray of sicknessshield

2nd level (3 slots): hold person, misty step

Actions

Multiattack. Almer makes two dagger attacks or two with his light crossbow or use two offensive spells or mixed.

Special Daggers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 7) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Cunning Action. His quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Reactions

Blowgun of Purple Worm Poison. Proficiency with a blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it, Almer can only use this weapon thrice per encounter. This blowgun attacks is a +9 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 1 (1d4-1) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Uncanny Dodge. When an attacker that Almer can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

 

Description

Trained in the use of poison, Almer is a remorseless killer who work for nobles, guildmasters, sovereigns, and anyone else who can afford him. And he's part of The Cult of Talona, as a cult's leader, he's often using his charisma and dogma to influence and prey on those of weak will. Most interested in personal power above all else.

Infiltration Expertise. Almer can unfailingly create false identities for himself. He must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else.

Impostor. Almer gains the ability to unerringly mimic another person's speech, writing, and behavior. He must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. His ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, He has advantage on any Charisma (Deception) check you make to avoid detection.

Previous Versions

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Monster Tags: roguehalf-elf

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