Medium Aberration (Half-Dragon), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 40 ft.
STR
15 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws DEX +9, WIS +7
Skills Acrobatics +9, Athletics +6, Perception +11, Stealth +13, Survival +7
Damage Immunities Acid
Condition Immunities Paralyzed
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Assassinate. The assassin has advantage on initiative checks. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn or creatures that are surprised. A creature counts as surprised by the assassin in the first round if it does not know the current location of the assassin (to within 5 feet), even if it has already taken it's turn. Any hit the assassin scores against a surprised creature is a critical hit.
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.
Ninja Movement. The assassin can take the Dodge, Disengage or Dash action as a bonus action on it's turn.
Purple Worm Poison (1/long rest). The assassin carries one vial of Purple Worm Poison (Injury). If allowed to prepare, this changes the poison damage of its first shortsword attack as follows. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Note, the poison may also be used in other contexts as appropriate (eg. a targeted assassination), but is generally reserved for special assignments or as a last resort.
Sneak Attack. Once per turn, the assassin deals an extra 17 (5d6) 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.
Actions

Multiattack. The assassin makes two attacks.

Shortbow +2. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Shortsword +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage, on a failed save (or a DC 19 Constitution saving throw, taking 42 (12d6) poison damage if using purple worm poison),or half as much damage on a successful save.

Acid Breath (Recharge 5–6). The blackspawn exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.

Description

Blackspawn Assassins are spawn of Tiamat mixed with black dragon blood. They are elite assassins sent on the most dangerous missions. Their victims rarely see their death coming before the poisoned arrow finds its mark.

(The Blackspawn Raider has been adapted from Skather in the Red Hand of Doom page 116). 

dnd_bros

Comments

Posts Quoted:
Reply
Clear All Quotes