Evasion. If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Arrigal instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
One Step Ahead. Arrigal adds his intelligence modifier to his ac.
Epic Resistance: If arrigal fails a saving throw he can choose to succeed instead. If he does this he loses one of his reactions. This ability cannot be used if he has no more reactions left.
Multiattack. Arrigal makes 3 attacks in any combination.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
3 Barreled Flintlock. Ranged Weapon Attack: +12 to hit, range 90ft., one target. Hit: 36 (3d20+5) piercing damage. This attack has a clip size of 3, and whenever Arrigal makes an attack with the flintlock it expends one piece of ammunition. This weapon cannot be shot when there is no ammunition left. Arrigal may reload this weapon, spending one attack per bullet Arrigal reloads. This weapon is rendered unusable if made wet.
Arrigal can take 2 bonus actions a turn.
Cunning Action. Arrigal can take the dash, disengage, and hide action as a bonus action.
Called Shot. Arrigal expends 20ft of movement and a bonus action to put his focus into one flintlock shot. The next attack roll he makes he makes with advantage, and crits on a 19 as well as a 20. He can take a -5 to hit to target a specific area on the body. The following targets and effects are as follows;
Head: The expanded crit range increases to 15-20.
Hand/foot: On a hit the target must make a DC 17 Constitution Saving Throw Or have the hand or foot be broken. If the target fails this saving throw by 5 or more the hand or foot completely explodes. The damage this attack can do is capped at 1/4 the targets hp.
Eye: Suffer an additional -5 to hit. If you still hit, it automatically counts as a crit and the target loses an eye.
Vitals: Deal an additional 15 damage on hit
Arrigal can take 3 reactions a round. If an effect would prevent him from taking reactions he isntead loses only 1 reaction unless he is incapacitated.
Unearthly Dodge: Whenever Arrigal takes damage that is not psychic, he can halve the damage he takes as a reaction.
Parry: When hit by a melee attack, Arrigal can use his reaction to add +4 to his ac for that attack.
Skirmisher: Whenever someone comes within 10ft of Arrigal he can use his reaction to move half his speed without provoking opportunity attacks.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
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