Medium Humanoid (Human), Neutral Evil
Armor Class 20 (studded leather)
Hit Points 210 (28d8 + 84)
Speed 40 ft., Climb 20 ft.
STR
12 (+1)
DEX
22 (+6)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +18, CON +12, INT +8, WIS +12
Skills Acrobatics +12, Athletics +7, Deception +8, Insight +9, Perception +9, Sleight of Hand +12, Stealth +14
Damage Resistances Poison
Senses Passive Perception 19
Languages Caligni, Common, Thieves' Cant Thieves' cant plus any two languages
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Unassuming Presence. Jaskar has advantage on Deception and Stealth checks made to appear harmless, non-threatening, or beneath notice. Creatures that have not seen him attack have disadvantage on Insight checks to gauge him as a threat.

Evasion. If Jaskar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Jaskar instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Precision Killer. Once per turn, Jaskar deals an extra 21 (6d6) damage when it hits a target with a finesse weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jaskar that isn't incapacitated and Jaskar doesn't have disadvantage on the attack roll.

Relentless Footwork. Opportunity attacks against Jaskar are made with disadvantage. When a creature misses him with a melee attack, he can move up to 10 feet without provoking opportunity attacks.

Duelist's Exploit. Once per turn when Jaskar hits a creature, he can impose one of the following effects (no save):

  • Hamstring: Target's speed is reduced to 0 until the start of Jaskar's next turn.
  • Disarm: Target drops one held item
  • Off-Balance: Target has disadvantage on its next attack roll

Barbarian Breaker. Jaskar has advantage on attack rolls against creatures that are raging or relying on Strength-based melee attacks. When he hits such a creature, he ignores resistance to nonmagical bludgeoning, piercing, and slashing damage.

Actions

Multiattack. Jaskar makes six dagger attacks.

Twin Daggers. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 6) piercing damage, and the target takes 10 (3d6) poison damage. 

Crippling Flurry (Recharge 5-6). Jaskar makes up to six dagger attacks against one creature. If at least two attacks hit, the target must succeed on a DC 17 Constitution saving throw or suffer. (All effects last 1 minute; repeat save at end of each turn)

  • Disadvantage on Strength checks and saving throws
  • Speed halved
  • Cannot take reactions
Bonus Actions

Cunning Step. Jaskar takes the Dash, Disengage, or Hide action.

Marked for Death (1/Turn). Jaskar marks a creature he can see within 30 feet. Until the end of his next turn:

  • He has advantage on attacks against that creature
  • The target cannot benefit from advantage on attacks against him
Reactions

Slip the Blow. When hit by an attack, Jaskar halves the damage and moves up to 15 feet without provoking opportunity attacks.

Legendary Actions

Legendary Actions (3/Turn) always at the end of another's turn and recharges at the beginning of Jaskar's turn.

  • Quick Slash – Make one dagger attack
  • Shadow Shift – Move up to half speed without provoking opportunity attacks
  • Exploit Opening (Costs 2 Actions) – Make one attack with advantage; if it hits, apply Duelist’s Exploit

Description

Jaskar doesn’t fight like a brute—he fights like a problem solver. Every movement is calculated, every strike aimed to remove an advantage, and every second spent ensuring his opponent is no longer a threat.

  • Opens combat appearing weak or distracted, then strikes first with overwhelming speed
  • Focuses on high-damage melee threats (barbarians, fighters), locking them down with Hamstring and Crippling Flurry
  • Never stays in one place—constant repositioning, forcing enemies to waste actions
  • Uses poison and conditions rather than raw damage to control the battlefield

Monster Tags: NPC

Habitat: Urban

theproffit

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