Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (studded leather)
Hit Points 78 (17d8 + 65)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
17 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +8, INT +5
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Unconscious
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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.

Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Evasion: If the Bhaalspawn Descendant  is subjugated to an effect that allows it to make a Dexterity saving throw to take only half damage, the Bhaalspawn Descendant instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The assassin makes two shortsword attacks.

Slash. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 26 (3d10 + 10) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. 

 

 

Bonus Actions

Blood Rage. As a bonus action, you gain the ability to deal 1d6 extra necrotic damage and heal for 1/2 of the total damage dealt.

Reactions

Upon being reduced to 0 HP - When The Slayer's hit points are reduced to 0. The creature will return to their original form.

Blade Barrier. When a creature deals melee damage to you, it summons a barrier of bone shards. Each creature within 10 feet must succeed on a DC 16 Dexterity saving throw or take 15 (3d10) piercing damage.

Legendary Actions

The Slayer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. 

Bone Daggers. The Slayer conjures up to six bone daggers and launches them at one or more targets it can see within 30 feet. Each dagger is a ranged weapon attack: +8 to hit, range 30 ft., one target. On a hit, the target takes 14 (2d8 + 5) piercing damage and must succeed on a DC 14 Constitution saving throw or have one of their appendages wither. If a creature is reduced to 0 hit points by this attack, they rise as a zombie under the Slayer’s control.

Command Detonation. The Slayer detonates one of its zombies. All creatures within 10 feet of the zombie must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) piercing damage.

Urge to Slay. The Slayer issues a dark compulsion to its allies within 60 feet. Each allied creature of the Slayer must succeed on a DC 16 Wisdom saving throw or immediately use their reaction to make a melee weapon attack against a creature of the Slayer’s choice within their reach.

Monster Tags: NPC

Habitat: Urban

BadgerKing21

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