Legendary resistance: Outer Realm Hitman has +10 to any and all checks on top of any other modifiers he has. Due to his unknown extraplanar properties he and his equipment are immune to the effects of the Wish spell and Banishment.
Point blank shot: Outer Realm Hitman does not suffer disadvantage while making ranged attacks against any target while engaged.
Grit: At the end of Outer Realm Hitman's turn, he regains 4d12+8 hit points. This will not heal him if he has 0 or less HP.
Swift Counter: Whenever a melee attack fails to hit Outer Realms Hitman, the attacker will take 14 (2d10+6) bludgeon damage.
Tactical Movement: Outer Realm Hitman does not provoke attacks of opportunity. Outer Realm Hitman is not effected by difficult terrain and can Dash as a Bonus Action.
The Right Ammo for the Job: Outer Realm Hitman's ranged attacks negate target damage resistance and immunities.
Marked for Death: Outer Realm Hitman's critical hits deal deal max damage.
I WON'T DIE THAT EASILY: Once per day, If Outer Realm Hitman is dropped to 0 or lower HP, he is returned to 1 HP and regains 124 (14d12+12 HP).
Multiattack: Outer Realm Hitman can make two ranged attacks and one melee attack.
Mk18 Burst. Ranged Weapon Attack: +15 to hit, range 180/300 ft., Three targets. Hit: 34 (3d12+12) Piercing damage per shot. one 3 shot burst counts as one ranged attack. Fires 3 shots, each shot targets a single target. If all 3 shots hit the same target in a single turn, that target must Succeed a DC23 Con save or be left bleeding and take 4d8+4 bleeding damage for 3 turns. 30 shots until reload, Outer Realm Hitman must use an action to conduct a reload. Targets do not benefit from half cover.
One-two combo. Melee Weapon Attack: +11 to hit, range 5 ft., One target. Hit: 17 (2d10+6) Bludgeon damage. Upon hit, Target must succeed DC19 strength save or be knocked prone.
MK25 kneecapping: Ranged Weapon Attack: +15 to hit, range 90/120 ft., One target. Hit: 19 (2d12+8) Piercing damage per shot. fires 2 shots. Upon hit target must make a DC17 Con save or have their movement speed halved for 2 rounds. 15 shots until reload, Outer Realms Hitman must use an action to conduct a reload.
Pistol Whip: Outer Realm Hitman can make a melee attack with his side arm, Weapon Attack: +11 to hit, reach 5 ft., One target. Hit: 10 (3d4 + 4) Bludgeon damage. Upon hit target must succeed a DC15 Con save or be stunned for 1 turn, targets with metal helmets have advantage on this save.
Karambit knife swipe: Outer Realm Hitman makes a melee attack with his karambit knife, Weapon Attack: +11 to hit, reach 5 ft., One target. Hit 16 (2d8+9) Slashing damage. Upon hit target automatically looses concentration.
Fair Fight: If Outer Realm Hitman is in combat with 3 or more opponents at the same time, he can use a reaction to dodge one attack that would hit him each round.
Outer Realm Hitman can take 3 legendary actions using the combat maneuvers option below. He can use only 1 legendary action at a time and only at the end of another creatures turn. Outer Realm Hitman regains spent Legendary actions at the start of its turn.
M84 Thunderflash (Costs 1 Actions). Outer Realm Hitman throws out a stun grenade toward the closest enemy within a 90ft radius. The target and anyone within 10ft of the Thunderflash must Succeed a DC19 dex save or be stunned, blinded & deafened for 1 turn and take 16 (2d12+4) thunder damage. Targets that save will be deafened for 1 turn instead. Outer Realm Hitman is immune to these effects.
Poison Boot knife (Costs 1 Actions). Outer Realm Hitman throws a concealed knife at a target within 40ft. +15 to hit, Target takes 15 (2d8+9) piercing damage and must Succeed a DC 18 Con save or be Poisoned for 3 turns taking 3d10 poison damage and can not regain HP while poisoned. Poisoned characters can make a CON DC 18 save at the end of their turn to end poisoning early.
M67 Grenade (Costs 3 Actions). Outer Realm Hitman will throw a frag grenade at a target of its choice within 90ft of itself. All targets within 30ft radius of the grenade and not behind cover or prone must succeed a DC21 Dex saving throw or take 8d8+12 Force damage and will be knocked prone (half damage if passed and wont be knocked prone) Outer Realm Hitman has advantage on saving throws against this action and resistance on damage rolls involving this action. Outer Realm Hitman will not be knocked prone by this action.
Kill Shot (Costs 3 Actions). Outer Realm Hitman makes an attack and will fire 3 shots at any viable target of his choice within range of his Mk18. +15 to hit each, If this attack hits its automatically a critical hit and deals max damage.
Description
THE REMASTERED VERSION
He hails not from this existence, trapped on Faerun he utilizes his exotic technology and martial prowess to dispatch targets. Due to his exposure to the magics of Faerun and not being of this universe he has built up a resistance to the planes weave. If you find yourself facing him just know that its not personal, It's strictly business.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/9/2024 11:18:18 PM
|
7
|
1
|
--
|
Coming Soon
|
|
6/10/2024 9:50:29 PM
|
7
|
1
|
--
|
Coming Soon
|
|
6/15/2024 12:25:47 AM
|
9
|
1
|
1.1
|
Coming Soon
|
|
6/16/2024 1:19:47 PM
|
9
|
1
|
--
|
Coming Soon
|
|
3/28/2025 3:52:53 AM
|
12
|
1
|
--
|
Coming Soon
|
|
5/18/2025 2:31:23 AM
|
21
|
1
|
--
|
Coming Soon
|
coolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcoolcool
i made a story for him
The city pulsed with artificial life, neon-lit and suffocating beneath layers of steel and corruption. Atreus, the Outer Realm Hitman, moved through the back alleys like a shadow, unseen and unstoppable. His mark tonight was Dominic Vance, CEO of Vance Corp—a king among thieves who thought his wealth and his fortress of mercenaries could shield him from justice.
Justice wasn’t why Atreus was here.
This was a job. A contract. A death sentence.
Vance’s tower stood fifty stories high, each floor swarming with security—augmented mercenaries, drone surveillance, automated gun turrets.
The first obstacle presented itself before Atreus had even reached the building. A security drone hovered above the back entrance, scanning for anomalies. Thermal vision engaged. Atreus didn't need to guess—the drone's systems glowed like wildfire in his overlay. It had been programmed to spot inconsistencies in movement patterns, biometric irregularities. It didn’t matter.
A single Mk25 kneecapping shot fired—silent, precise. The drone’s core shattered, its remains clattering onto the pavement. He sprinted forward, bypassing the external gates before the system had time to trigger an alarm.
The tower lobby was dimly lit, the kind of low-light setting designed to make intruders feel exposed. A dozen armored enforcers stood in formation, weapons at the ready. They knew someone was coming. They just didn’t know it was him.
Fair Fight activated. Atreus was outnumbered—exactly how he liked it. The first wave of gunfire erupted, but before the bullets could reach him, he was already moving—Tactical Movement in full effect. He dodged and weaved, never touching the ground for more than a second before shifting into another direction.
Then, the Mk18 Burst—three rapid shots, perfectly timed. The first bullet punched through the visor of the nearest guard, the second shattered an armored knee, and the third tore straight through the heart of an unfortunate mercenary mid-reload.
No wasted ammunition. No wasted motion.
By the time the last body hit the ground, Atreus had already breached the elevator shaft. He didn’t wait for a lift. Climbing speed engaged—30 ft per second. He scaled the steel framework effortlessly, bypassing levels of security checkpoints with ease.
Floor 50—the penthouse.
Vance sat behind a polished obsidian desk, watching security footage of the massacre downstairs. His trembling fingers reached for the emergency override panel. Too slow.
Atreus materialized like death itself, pistol raised.
“I can pay double,” Vance gasped, breath ragged. “Triple. I can—”
Kill Shot activated.
Three bullets.
Three precise impacts.
Three silent moments before Dominic Vance slumped over his desk—lifeless.
Marked for death. Executed. Contract complete.
Atreus didn’t linger. There were always more names on the list.
More marks. More targets. More deaths.
And no one ever saw him coming.
finally, someone immune to the wish spell