| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 18 | +4 | +10 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +9 |
| CHA | 18 | +4 | +10 |
Fiend-Bound Nature.
The assassin is possessed by Iyachtu Xvim, granting him supernatural might. When reduced to 0 hit points, he can make a DC 15 Charisma saving throw. On a success, he regains 100 hit points as fiendish energy erupts from his armor. This can occur once per day.
Aura of Tyranny.
Any creature of the assassin’s choice that starts its turn within 30 feet must succeed on a DC 19 Wisdom saving throw or be frightened until the start of its next turn. If already frightened, the creature instead takes 10 (3d6) psychic damage.
Assassinate.
During his first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn yet. Any hit against a surprised creature is a critical hit.
Evasion.
If subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage on a success, and half damage on a failure.
Two-Weapon Brutality.
The assassin can wield two greatswords with devastating precision. When he takes the Attack action and attacks with a greatsword, he can make an additional attack with a second greatsword as a bonus action. Each attack with the off-hand weapon adds his full Strength modifier to damage.
Multiattack.
The assassin makes three attacks with his greatswords.
Soulreaver Greatsword (Fiendish Weapon).
Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 6) slashing damage plus 13 (3d8) necrotic damage.
If the target is a creature, it must succeed on a DC 19 Constitution saving throw or have its hit point maximum reduced by the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Shadow Step (Recharge 5–6).
The assassin teleports up to 60 feet to an unoccupied space he can see that is dimly lit or in darkness. His next melee attack before the end of the turn has advantage and deals an extra 27 (6d8) necrotic damage.
Unholy Parry.
When hit by a melee attack, the assassin can add +4 to his AC against that attack, potentially causing it to miss.
Legendary Actions
The Assassin of Thay can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.
Move. The assassin moves up to half his speed without provoking opportunity attacks.
Fiendish Backhand. The assassin makes one greatsword attack.
Shadow Burst (Costs 2 Actions). Each creature of his choice within 15 feet must make a DC 19 Dexterity saving throw or take 18 (4d8) necrotic damage and be knocked prone.
Command of Xvim (Costs 3 Actions). The assassin channels Iyachtu Xvim’s power, forcing one creature within 60 feet to make a DC 19 Wisdom saving throw or fall prone and become frightened until the end of its next turn.
Description
Clad in soulforged black armor that hums with infernal energy, this former Thayan assassin is now little more than a vessel for Iyachtu Xvim’s wrath. His eyes burn with green fire, and his greatswords—Pain and Domination—drink the essence of the fallen. The whisper of Xvim’s voice drives him to purge all who resist tyranny, starting with those who call themselves “free.”
Lair and Lair Actions
Deep beneath a ruined Thayan fortress lies the Sanctum of Black Chains, a chamber wreathed in green fire and shadow. Every inch of its obsidian walls is engraved with runes of tyranny and domination — each sigil pulsing with Iyachtu Xvim’s presence. Twin statues of armored devils stand beside an altar soaked in old blood, and faint whispers echo from the darkness.
When fighting inside his lair, the Assassin of Thay can invoke the power of Iyachtu Xvim to take lair actions. On initiative count 20 (losing initiative ties), he takes one of the following lair actions:
1. Chains of Subjugation.
Spectral black chains erupt from the floor at points the assassin can see within 60 feet. Up to three creatures of his choice must succeed on a DC 19 Strength saving throw or be restrained until the start of the next round. While restrained, the chains pulse with necrotic energy, dealing 10 (3d6) necrotic damage at the start of the creature’s turn.
2. Shadowed Reflection.
The assassin creates an illusory duplicate of himself made from pure shadow in an unoccupied space within 30 feet. This reflection lasts until destroyed (AC 18, HP 45, resistant to all damage except radiant). It acts on his initiative and mimics his attacks (dealing half damage). If the reflection deals damage to a creature, the assassin regains 20 hit points.
3. Aura of the Black Flame.
Dark flames ignite in a 20-foot radius around the assassin, shedding dim green light. All creatures of his choice in that area take 14 (4d6) fire damage and 14 (4d6) necrotic damage, or half as much on a DC 19 Dexterity saving throw. Until the next initiative count 20, the area counts as magical darkness to all but the assassin.
4. Whisper of Xvim (Recharge 6).
Iyachtu Xvim’s voice fills the chamber. All creatures of the assassin’s choice within 60 feet must make a DC 19 Wisdom saving throw or become charmed by the assassin until initiative count 20 on the next round. While charmed, the creature is compelled to use its action to attack its allies or kneel in submission (GM’s choice).
Regional Effects
The lair of the possessed assassin is warped by the demigod’s corrupt influence. The region within 1 mile of the lair is affected by one or more of the following magical effects:
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Unholy Oppression. Non-evil creatures feel an unnatural weight in their hearts. Charisma checks made to resist intimidation or coercion are made at disadvantage.
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Darkened Skies. The sun never fully pierces the gloom; daylight appears as perpetual dusk.
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Echoes of Pain. The whispers of those slain by the assassin echo faintly. At night, creatures that finish a long rest within 1 mile must succeed on a DC 15 Wisdom saving throw or gain no benefit from the rest due to tormenting dreams.
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Desecrated Ground. Any spell that restores hit points restores only half the normal amount while within the lair.
If the assassin dies, these effects fade over 1d10 days as the demigod’s influence retreats back into the Abyss.
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