Medium Humanoid, Chaotic Evil
Armor Class 17 Mithral Splint
Hit Points 74 (16d8 + 2)
Speed 300 ft., Boots of Celerity. , Climb 300 ft., Burrow 15 ft., Swim 25 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +7, INT +4, WIS +5, CHA +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed
Senses Passive Perception 20
Languages Abyssal Thieves' Cant
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Boots of Celerity. Your walking speed increases to 300ft.

Your strength score is reduced by 2.

When you travel with the Boots of Celerity, the path you tread transforms into rough terrain for one round, leaving a trail of tumultuous energy in your wake.

Expertise. You gain Expertise in two of your skill proficiencies of your choice.

Slight of Hands.

Athletics.

Perception.

Deception.

Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Thieves’ Cant. You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.

Abyssal.

Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Rapier (Vex)

Vex. If you hit a creature with a Rapier and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Dagger (Nick)

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Steady Aim. As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Fast Hands. As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

Use an Object. Take the Utilize action or take the Magic action to use a magic item that requires that action.

Second-Story Work. You’ve trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

Obsidian Resilience Feat. 

Obsidian Resilience is a testament to their strength and endurance. This feat reflects their indomitable will and the rugged environment they call home.

  • Fire Immunity: The Ashborn body has become so attuned to the fiery elements that them are immune to fire damage.

  • Physical Resistance: The toughness of the Ashborn obsidian-like skin grants them resistance to slashing, bludgeoning, and piercing damage.

Cunning Strike. You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner’s Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Evasion. You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Reliable Talent. Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Supreme Sneak. You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Improved Cunning Strike. You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Use Magic Device. You’ve learned how to maximize use of magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Devious Strikes. You’ve practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Slippery Mind. Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Magic Initiate (Wizard).  

You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

Earthen Grasp (Cantrip).

Flame Flicker (Cantrip).

Sparkstrike (1st level spell).

Ashborn. 

In the heart of the volcanic summit, the Ashborn have forged their bodies and spirits to withstand the harshest conditions.

Obsidian Resilience is a testament to their strength and endurance. This feat reflects their indomitable will and the rugged environment they call home.

  • Fire Immunity: The Ashborn body has become so attuned to the fiery elements that them are immune to fire damage.

  • Physical Resistance: The toughness of the Ashborn obsidian-like skin grants them resistance to slashing, bludgeoning, and piercing damage.

 Savage Attacker. Oncer per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Actions

Mutiattack. Lilitu Andras can make 3 melee attacks.

Bard Slayer. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 1d4+4 piercing damage.

Extra 3d8 +40 piercing damage to any bard, or Bard multiclass.

Immune to the charmed condition.

Four charges of Dominate Monster.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Sorcerer Slayer. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit:  1d8+4 piercing damage.

Extra 3d8 +40 (Piercing Damage) to any Sorcerer

Has six Charges: Four charges of level four counterspell, and two extra level 4 spells of your choice. (Sorcerer spell list)

Banishment.

Dimension Door.

At the end of a long rest, roll a 1d6, the resulting number is how many charges the rapier gets back.

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Flame Flicker. Spell attack: DC DEX 13, reach 60 Ft., 1 target. Hit. 1d8 Fire Damage.

Sparkstrike. Spell attack: +5 to hit, Range/Area 30 Ft., 1 target. Hit. 1d10 Lighting Damage.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  5 Bludgeoning Damage.

Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

Sneak Attack: Daze (Cost 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Sneak Attack: Knock Out (Cost 6d6).  The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Sneak Attack: Obscure (Cost 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Sneak Attack: Poison (Cost 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

Sneak Attack: Supreme Sneak (Cost 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Sneak Attack: Trip (Cost 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Sneak Attack: Withdraw (Cost 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Bonus Actions

Two-Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Fast Hands (Sleight of Hands). Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.

Fast Hands (Use Magic Item). Take the Magic action to use a magic item that requires that action.

Fast Hands (Utilize). Take the Utilize action to use an object.

Steady Aim. You give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Reactions

Opportunity Attack. When a creature leaves your combat range, you can make one attack on that creature.

Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Description

In the dark tapestry of Fay Works' hierarchy, Lilithu Andras stands as an embodiment of pure, chaotic evil. A colonel of the Private Police Force Division (PPF), Andras is a name whispered in fear and dread across the realms. His presence is a flicker in the shadows, a ghostly harbinger of death. Lilithu Andras is an Ashburn, a race forged in the fiery crucible of volcanic lands. His ashen skin bears the marks of his birthplace, granting him immunity to fire and a resilience that defies conventional weaponry. His piercing, red eyes glow with a sinister light, reflecting his malevolent nature. As a rogue, Andras revels in the art of assassination. He possesses the uncanny ability to turn invisible at will, allowing him to slip through defenses undetected. With a swift, silent grace, he closes in on his prey, delighting in the moment his dagger finds its mark, slitting throats with a ruthless efficiency. Lilithu Andras wields a rapier and a dagger, each weapon a deadly extension of his will.

The rapier, forged in the heart of a volcano, burns with a perpetual, searing heat, capable of cutting through the toughest armor. His dagger, slender and sharp, is a tool of precision, used to deliver fatal blows with surgical accuracy. In combat, Andras is a force of chaos. He moves with fluid, unpredictable motions, blending the ferocity of his Ashburn heritage with the cunning of a seasoned rogue. His resistance to piercing, slashing, and bludgeoning damage makes him a near-impossible foe to best in battle. During the First and Second Global Wars, Lilithu Andras was a silent terror among the ranks of Fay Works. Assigned to eliminate key leaders and high-value targets, his missions were shrouded in secrecy. His participation in the Battle of Downfall cemented his reputation as a key operative, where he single-handedly dismantled enemy strongholds and sowed chaos behind enemy lines.

Andras's loyalty to Fay Works and its twisted ideals is unwavering. He serves not out of duty, but out of a personal delight in the chaos and destruction his actions bring. He is a weapon of fear and death, deployed with precision by the upper echelons of Fay Works to maintain their iron grip on the world. Lilithu Andras's name is synonymous with terror. His actions have left a trail of blood and darkness in their wake, a legacy of fear that lingers long after he has vanished into the shadows. To face Andras is to confront a force of nature, a being of pure, unbridled chaos that strikes without warning and leaves only death in its path.

Habitat: Urban

Jack_The_Dungeon_Master

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