Aberrant Vitality. Caphrun has advantage on saving throws against effects that would impose the Stunned or Paralyzed conditions.
Assassinate. During his first turn, Caphrun has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Caphrun scores against a surprised creature is a critical hit.
Sneak Attack (1/Turn). Caphrun deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Electrum Skull Amulet(Equipment). While wearing this amulet, Caphrun is hidden from divination magic. He cannot be targeted by such magic or perceived through magical scrying sensors.
Cloak of Illithidkind(Equipment). While Caphrun wears this cloak with its hood up, Wisdom (Perception) checks made to see him have disadvantage, and he has advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage him. Pulling the hood up or down requires an action.
Charm of Illusions(Equipment). This charm allows you to cast the Mirror Image spell as an action, no components required. Once used three times, the charm goes away.
Multiattack. Caphrun makes four attacks: three with his Constricting Tentacles and one with a Abyssal Dagger.
Constricting Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, the target is grappled (escape DC 16) and Caphrun cannot use this attack against other targets.
Abyssal Dagger(+1 long sword). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 6) piercing damage plus 7 (2d6) psychic damage.
Death Grip (Recharge 5-6). Caphrun squeezes a creature grappled by his Constricting Tentacles. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage and is restrained until the grapple ends. On a success, the target takes half damage and is not restrained.Grappling Gun(Equipment). Caphrun makes use of a grappling gun to zip across city skylines and maneuver quickly during combat. He aims the gun at either a creature or a stationary object up to 60 feet away and makes a ranged weapon attack against the target (+3 to hit, 1d8+3). On a hit, Caphrun automatically moves up to the target he hit.
Wraps of Speed(Equipment). Caphrun can click his heels together, doubling his walking speed and any creature that makes an opportunity attack against him has disadvantage on the attack roll. If Caphrun click his heels together again, the effect ends. If the magic of the wraps are active for longer then 10 minutes, their properties ceases to function until he finishes a long rest.
Meat Shield. If Caphrun is targeted for an attack while he has a creature grappled, Caphrun can use the grappled creature as half cover. Any damage the attacker does to Caphrun is split in half between him and the grappled creature.
Description
Claw of The Abyss Order. Caphrun is a member of The Abyss Order, a conclave of Illithids whose goals remain unclear to the wider populace. Although he primarily works as the conclave's personal assassin, he is also sent out to do reconnaissance related missions. He sports a writhing mass of tentacles in place of one of his arms, the result of having undergone several undisclosed bio-altering experiments. These experiments also granted him stronger muscles, faster reflexes, and overall better vitality. Although a rare assurance, enemies who survive an encounter with him will realize he would not make use of any psychic abilities, leaving them both confused and worried in regards to the implications of that realization.
Fall From Grace. Before Caphrun was made the Claw of The Abyss order, he was once a respected member of their conclave. However, due to an undisclosed failure, he was then face to face with Jessica of the Abyss. Jessica, angered by his failure, challenged Caphrun to a duel between psychics. After his unquestionable defeat, Jessica would use her powers of psionics to seal away Caphrun's own psionic abilities. He'd then find himself demoted down to the lesser ranks, only a step above the slaves thanks to his mind flayer heritage. Ashamed and desperate, the illithid would then search out an old colleague of his to see if he could help. Unbeknownst to Caphrun, his old colleague viewed this as an opportunity to fully prevent his former rival from returning to his position. He'd preform bio-altering experiments on Caphrun, resulting in the illithids receiving several mutations.
Equipped for Assassination. Caphrun is typically supplied a number of tools meant to aid him during his assassinations. Caphrun either wears or makes use of the following equipment.
- Electrum Skull Amulet. An electrum amulet, its centerpiece resembles a humanoid skull. The skull is cracked open, a small piece of amethyst in place of it's brain. This amulet has the properties of an Amulet of Proof Against Detection and Location (uses an attunement slot).
- Cloak of Illithidkind. A torn up bloodstained cloak. The cloak is embroidered with eldritch designs, originating from the Abyss Order, and stained with blood. The cloak seemingly bellows whenever dramatically appropriate. It has the properties of a Cloak of Elvenkind (uses an attunement slot).
- Wraps of Speed. These wrapping are imbued with psionics, allowing Caphrun to run faster then normal in a moments notice. These wrappings have the properties of the Boots of Speed. (uses an attunement slot).
- Ring of Water Breathing. Stolen from a civilian, this ring of water breathing is common among those visiting from above the water. While wearing this ring underwater, Caphrun can speak its command word as an action to gain the benefits of the Cap of Water Breathing.
Lair and Lair Actions
Caphrun's Lair
During his mission to kill The Divine Regent of Poseiran, Caphrun has created several outposts designed to help him rest while in between hunting for prey and looking for information relating to the regent.
- Summon Swarm. Caphrun summons 1d4+2 Cranium Crab Swarms.
- Rigged Ceiling. Caphrun activates a hidden mechanism which releases a heavy barbed net onto unsuspecting enemies. A 10 foot square net drops down centered on a point Caphrun can see, each creature in the area must make a DC 15 Dexterity saving throw. On a failure, creatures in the area have a barbed net fall on them, taking 3d6 piercing damage and getting restrained and knocked prone. On a success, They take half damage and aren't restrained or knocked prone.
- Tactical Explosion. Caphrun triggers a hidden explosive. Caphrun chooses a point within his line of sight, creatures within 10 feet of the point must make a DC 15 Strength saving throw. On a failure, creatures are stunned until the next initiative count 20.
- Neural Scrambler Pulse. A series of alien pylons embedded in the walls emit a high-pitched, subsonic frequency. All hostile creatures within 60 feet of the Assassin must make a DC 15 Wisdom saving throw. The Consequence: On a failure, the creature's mind is flooded with alien static. It cannot take Reactions until the next initiative count 20. Additionally, the creature must roll a d6 at the start of its next turn; on a 1–3, it must use its action to perform the Dodge action as it clutches its head in confusion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/4/2025 5:50:21 AM
|
12
|
1
|
1
|
Coming Soon
|
|
|
11/16/2025 6:04:16 PM
|
11
|
1
|
1.5
|
Coming Soon
|
|
|
12/7/2025 8:41:05 PM
|
14
|
1
|
--
|
Coming Soon
|
|
|
12/20/2025 2:41:05 AM
|
16
|
1
|
--
|
Coming Soon
|
Comments