Medium or Small Humanoid (Warforged), Neutral Evil
AC 18    Initiative +5 (15)
HP 143 (22d8 + 44)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 12 +1 +1
DEX 20 +5 +9
CON 14 +2 +2
Mod Save
INT 14 +2 +6
WIS 16 +3 +3
CHA 11 +0 +0
Skills Acrobatics +9, Perception +7, Stealth +13
Resistances Poison
Immunities Poisoned
Senses Darkvision 60'; Passive Perception 17
Languages Common
CR 11 (XP 7,200; PB +4)
Traits

Integrated Protection. The infiltrator’s body provides its AC and cannot be affected by heat or cold.

Warforged Resilience. The infiltrator has advantage on saving throws against being poisoned and doesn't need to eat, drink, or breathe.

Evasion. If the infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the infiltrator instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The infiltrator makes two attacks, using Shortsword or Hand Crossbow in any combination.

Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage plus 10 (3d6) Poison damage.

Light Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 8 (1d6 + 5) Piercing damage .

Sneak Attack (1/Turn). The infiltrator deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll.

Bonus Actions

Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2026 12:14:17 AM
4
1
1
Coming Soon

Habitat: Any

AnnatarsGift

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