Medium Humanoid (Human), Any Evil Alignment
Armor Class 21 studded leather armor
Hit Points 184 (27d10 + 3)
Speed 45 ft.
STR
11 (+0)
DEX
28 (+9)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +14, WIS +7
Skills Acrobatics +14, Deception +9, Persuasion +9, Religion +7
Senses Passive Perception 12
Languages Common, Draconic, Elvish, Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance. (3/day) If the Assassin fails a saving throw it can choose to succeed instead.

Spellcasting. The Assassin is a 14-level spellcaster. Its spellcasting ability score is Charisma (spell save DC 19, +9 to hit with spell attacks). The assassin has following paladin spells prepared:
1st level (4 slots): searing smite, compelled duel, command, shield of faith.

2nd level (3 slots): branding smite, zone of truth.

3rd level (3 slots): blinding smite, dispel magic, remove curse.

4th level (1 slot): find greater steed, locate creature.

Actions

Multiattack. The Assassin makes four black blade attacks.

Black Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 24(4d6 + 9) slashing damage. 

 

Bonus Actions

Destined Death. The Assassin lights his daggers with red, black flames causing each of his daggers to deal an additional 3d6(11) necrotic damage and the target must now make a constitution (DC = 19) save or lose 2d4 maximum hit points (removed after a long rest). This effect lasts for 1 minute. 

Legendary Actions

The Assassin has 3 legendary actions.

Attack (Costs 1 Actions). The Assassin makes one black blade attack.

Move (costs 2 Actions). The Assassin moves up to 45 ft.

Flaming dash (costs 3 Actions). The Assassin moves up to 30 ft, in this action it can move through others space. Each creature it moves through must make a dexterity saving (dc 20) or take 4d8 necrotic.

Description

The Assassin is a lithe, muscular figure with bits of thin black cloth draped on his shoulders. He wields two daggers curved like sickles. The dagger has a sharpened point coming off the blade right above the handle. Generally, this Assassin only works for hire, protecting or hunting someone or something.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2023 9:24:13 PM
9
3
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Coming Soon

Monster Tags: humanoidHuman

fire_walker_1337879

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