Sunlight Sensitivity. While in sunlight, the skaven has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell: The skaven has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The skaven has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Cunning Action. On each of its turns, the night runner can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The night runner deals an extra 7 (2d6) 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 night runner that isn’t incapacitated and the night runner doesn’t have disadvantage on the attack roll.
Assassinate. During it’s first turn, the night runner has advantage on attack rolls against any target that hasn’t taken a turn. Any hit the night runner scores against a surprised target is a critical hit.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shuriken. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
Night Runners are the most numerous of the assassin-adepts of Clan Eshin, warriors that occupy the lowest social position within their clan yet are no less dangerous in their tactics of warfare. Lightly armed and armored so as to take advantage of their tremendous speed and agility, the Night Runners excel at flanking maneuvers and lightning-fast attacks.
Previous Versions
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