Medium Humanoid (Human), Lawful Evil
AC 20 studded leather armor + magical artifacts    Initiative +7 (17)
HP 285 (30d8 + 150)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 16 +3 +3
DEX 24 +7 +13
CON 20 +5 +5
Mod Save
INT 22 +6 +12
WIS 20 +5 +11
CHA 22 +6 +12
Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Frightened, Poisoned
Gear Cloak of Elvenkind, Boots of Speed, Ring of Mind Shielding, Dagger of Venom, Potions of Invisibility, Contingency Stone
Senses Passive Perception 21
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Goblin, Halfling, Infernal
CR 18 (XP 20,000; PB +6)
Traits
Master of Disguises:

The Jackal can assume a new identity during a short rest or by spending 1 minute using a disguise kit. Creatures have disadvantage on checks made to recognize or expose him.

Spells such as Detect Thoughts or Zone of Truth do not automatically reveal his identity. The Jackal has advantage on saving throws against effects meant to uncover personal information about him.


 

Prepared Assassin:

Before any major encounter, The Jackal is assumed to have prepared the battlefield. At the DM’s discretion, he may have:

  • hidden weapons;
  • bribed guards;
  • prepared escape routes;
  • poisoned food or drink;
  • planted alchemical traps or explosives.

 

Absolute Martial Mastery:

The Jackal is proficient with all simple weapons, martial weapons, and firearms (if they exist in the setting). His weapon attacks count as magical.


 

Patient Predator:

If The Jackal studies a creature for at least 1 minute without being detected, he gains:

  • advantage on the first attack against it;
  • the first hit deals an extra 10d6 damage;
  • the target must succeed on a DC 20 Constitution saving throw or become poisoned for 1 minute.

 

Paranoid Mind:

The Jackal cannot be surprised.

Actions
Multiattack:

The Jackal makes 3 weapon attacks.

Blade of Silence:

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (6d6) poison damage.
The target must succeed on a DC 20 Constitution saving throw or become incapacitated until the end of its next turn.

Arcane Pistol:

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 18 (2d10 + 8) piercing damage plus 9 (3d6) force damage.

Alchemical Vial:

The Jackal throws a bomb, poison, or prepared compound. Choose one of the following effects:

  • Obscuring Mist: creates a heavily obscured 20-foot-radius area;
  • Quick Acid: deals 8d6 acid damage;
  • Paralytic Powder: DC 20 Constitution save or paralyzed for 1 round;
  • Silent Fire: deals 6d6 fire damage, ignoring nonmagical resistances.
Bonus Actions
Impossible Escape:

As a bonus action, The Jackal can Dash, Disengage, or Hide. When he hides in darkness or within a crowd, he becomes invisible until the start of his next turn or until he attacks.

Reactions
Opportunity Attack

The Jackal makes one melee weapon attack against a creature that provokes an opportunity attack from him.


 
Anticipated Strike

When a creature The Jackal can see misses him with a melee attack, he may immediately move up to half his speed without provoking opportunity attacks.

If this movement places him outside the attacker's reach, the attacker has disadvantage on any additional attacks made against him this turn.


 

Poisoned Countermeasure (1/Long Rest)

When a creature within 5 feet successfully hits The Jackal with a melee attack, The Jackal may expose the attacker to a hidden contact poison.

The attacker must succeed on a DC 20 Constitution saving throw or take 4d6 poison damage and become poisoned until the end of its next turn.


 

I Planned For This (3/Day)

When a creature The Jackal can see forces him to make a saving throw, he may choose to automatically succeed instead.

Immediately after doing so, he may use Phantom Movement without spending a Legendary Action.

"Of course I knew you would try that."

Legendary Actions

The Jackal can take 3 legendary actions.

Phantom Movement (Costs 1 Actions). The Jackal moves up to his speed without provoking opportunity attacks.

Change of Face (Costs 2 Actions). The Jackal activates an illusionary artifact. Until the end of his next turn, he appears as another Medium humanoid creature.

Final Blow (Costs 3 Actions). The Jackal makes one attack with advantage. On a hit, the attack deals an extra 8d6 force damage.

Description

β€œYou have already met him. Perhaps he served you a drink. Perhaps he begged for coin in the streets. Perhaps he saved your life. And while looking you in the eyes, he was already deciding where to strike.”

 

The Jackal is not merely an assassin: he is a whispered legend among kings, criminal guilds, and arcane intelligence networks. No one knows his true face. Some claim he is immortal. Others believe β€œThe Jackal” is a title passed from one killer to the next. The truth is unknown.

He is methodical, cold, and almost supernaturally patient. He may spend months observing a target, adopting dozens of identities, slowly weaving himself into the victim’s life before striking with surgical precision.


 

Tactics:
Before Combat

The Jackal almost never fights directly unless he has prepared the situation. He may:

  • study the party for weeks;
  • assassinate allied NPCs;
  • infiltrate as a servant, noble, or merchant;
  • strike during a public event;
  • employ doubles, illusions, and scapegoats.
During Combat
  • prioritizes spellcasters and healers;
  • uses darkness, smoke, and mobility;
  • constantly changes position;
  • relies heavily on debilitating poisons;
  • attempts escape if reduced below 35% hit points.
After Combat

If he escapes, The Jackal becomes a recurring threat. He may return years later under an entirely new identity.

Monster Tags: NPCShapechangerrogueHumanArtificer

Acaustic_red

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