Silent Surge If the assassin moves at least 10 feet before making a melee attack, the target must make a DC 15 Constitution saving throw or be Shocked (loses its reaction until the start of its next turn)
Thunderstrike Once per turn, when the assassin hits with a melee weapon attack, they may add 2d6 thunder damage
Multiattack. The assassin makes two attacks with their Storm Dagger.
Storm Dagger. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 8 (1d8 + 4)+(1d10) piercing damage and lightning damage
Storm Step As a bonus action, the assassin can teleport up to 30 feet to an unoccupied space they can see, leaving a brief flash of static electricity behind.
Static Counter. When hit with a melee attack, the assassin may release a burst of static energy. The attacker must make a DC 13 Constitution saving throw or take 1d10 Lightning damage
Description
Zephyr Veylan moves like a shadow on the wind, his presence a whisper before the storm. His lithe frame is wrapped in dark, storm-hued attire—jagged accents of silver tracing through his leathers like lightning scars. His skin carries the storm’s touch: an unnatural gray-blue shimmer, always faintly crackling with latent energy. His eyes, piercing white with no discernible pupils, resemble the heart of a tempest, glowing faintly in dim light.
Raised within the secretive ranks of Vortex, Zephyr perfected the art of silent elimination, using his storm-infused abilities to strike with precision. His voice is measured and calm, his words few, but each carries a weight sharpened by discipline. When Zephyr fights, his movements are seamless and fluid—every step punctuated by a flicker of electricity, every strike landing with thunderous finality. His dagger hums with stored power, discharging like a lightning rod upon impact, ensuring his target is incapacitated before they ever sense the danger.
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