Medium Humanoid (Human), Neutral Evil
Armor Class 17 (half plate)
Hit Points 130 (15d10)
Speed 50 ft.
STR
15 (+2)
DEX
24 (+7)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +12, WIS +8
Skills Acrobatics +13, Deception +8, Perception +9, Sleight of Hand +13, Stealth +13
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Truesight 60 ft., Passive Perception 19
Languages Common, Thieves' Cant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. Caspar has advantage on saving throws against spells and other magical effects.

Magic Weapons. Caspar's weapon attacks are magical.

Quick Reflexes. Caspar can take up to 3 reactions per round of combat, but only one per turn.

Silence of an Assassin. Caspar does not need verbal components of spells to cast them.

Innate Spellcasting. Caspar knows the spells alter self, misty step, and greater invisibility, and can cast them at will. 

Revealed! If an attack or spell damages Caspar whilst he is invisible, Caspar immediately becomes visible, and any effects that would cause him to be invisible cease.

 

Actions

Multiattack. Caspar makes three attacks. 

Dagger Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned, the target takes 18 (4d8) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Go for the Eyes. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become blinded. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fan Daggers. Ranged Weapon Attack: +13 to hit, range 120 ft., up to three targets. Hit: 13 (1d8 + 7) slashing damage. 

Bonus Actions

Caspar can cast greater invisibility or misty step on his turn as a bonus action. 

Reactions

Slip Away. When Caspar takes damage from an attack or spell, Caspar can teleport up to 40 ft. away and then cast greater invisibility on himself.

Retaliate. When an attack or spell misses Caspar, he can make a melee weapon attack against the assailant using his dagger if they are within 5ft. If not, he can instead make a ranged attack using one dagger from his "Fan Daggers" attack if they are within 120 ft. If this attack connects and deals damage to the target, the target must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its turn.

 

Description

Enter a general description for your monster here.

Monster Tags: humanoidHuman

Habitat: Urban

4rpspj5bcy

Comments

Posts Quoted:
Reply
Clear All Quotes