| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +7 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +6 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Blessing of the Storm. The assassins have Advantage on saving throws against spells and other magical effects.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin 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.
Multiattack. The assassin makes three attacks, using Storm Sword or Thunder Crossbow in any combination.
Storm Sword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Thunder damage, and the assassin's attack rolls against the target has advantage.
Thunder Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Thunder damage.
Spellcasting. The assassins can casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Elementalism, Shatter (level 3), Invisibility, Mage Hand
1/Day Each: Major Image
Sonic Pop: Trigger: target succeeds on an attack roll in Melee Range. Target makes a Wisdom Saving Throw DC: 16. Failure: target is Blinded and subtracts 1d4 from this and all other attack rolls made until the end of their turn. Success: Disadvantage on attack rolls until the end of the assassin's next turn.
Comments