Medium Humanoid, Lawful Neutral
Armor Class 16
Hit Points 84 (13d8 + 26)
Speed 40 ft.
STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +6, WIS +6
Skills Acrobatics +6, Perception +5, Stealth +6
Senses Passive Perception 13
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Unarmored Defense. While the assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Evasion. If the assassin 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.

Actions

Multiattack. The assassin makes three mantis grip strikes or one dart attack and two mantis grip strikes.

Mantis Grip Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage. If the target is a creature, the assassin can choose one additional effect. After they use an effect, they can't use it again until they finish a short or long rest:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (assassin's choice).
  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the assassin's next turn.

Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage. The assassin is an adept poisoner and can imbue their darts with one poison per turn. After they poison a dart they can't use the same poison again until they finish a long rest:

  • The target must succeed a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • The target must succeed a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the assassin deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the assassin catches the missile if it's small enough to hold in one hand and the assassin has a hand free.

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2019 10:42:50 PM
5
1
--
Coming Soon
3/25/2019 9:18:56 PM
2
1
1.1
Coming Soon
Krautar

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