Shocking strike. This functions as sneak attack: Once per turn, the assassin can deal an extra 3d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The assassin doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the assassin doesn't have disadvantage on the attack roll. It deals 3d6 damage as well the target must make a DC 16 wisdom saving throw or be paralyzed.
Cloaking device. The assassin has a built-in cloaking device as long as it is at full hit points it has invisibility (this effect is considered non-magical).
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5) [piercing] damage.
Sniper. RangedWeapon Attack: +9 to hit, range 200/800 ft., 1 target. Hit: 11 (1d12 + 5) [piercing] damage.
Cunning action. The creature 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.
Offhand attack. The creature can attack with its other dagger as a bonus action (the attack does normal damage).
Robotic speed. When an attacker that the machine can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Evasion. When the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage. The machine takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Description
The assassin travels with other machines being concealed, by its cloaking device and if something attacks the machine group, the assassin studies the opponents searching for weaknesses. Then it focuses on weak, high-value targets, like enemy mages, healers and rogues. The assassin itself is made up of reflective metal panels and carefully concealed wiring.
Previous Versions
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2/20/2024 4:44:02 PM
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Coming Soon
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