Indomitable (2/Day). The Assasrian Bruiser rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the Assasrian Bruiser can regain 20 hit points.
Multiattack. The champion makes three attacks with its greatsword or its unarmed stike.
Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the Assasrian Bruiser has more than half of its total hit points remaining.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 5) bludgeoning damage. If the target is a creature, the Assasrian Bruiser can choose one of the following additional effects:
• The target must succeed on a DC 16 Strength saving throw or drop one item it is holding (adept's choice).
• The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the adept's next turn.
Sand Strike: The Assasrian Bruiser throws a small pouch of enchanted sand on their hands and take a quick strike whilst being attacked.
Melee/Ranged Weapon Attack: +9 to hit, reach 5ft/60ft., one target. Hit 7 (1d8 + 5) bludgeoning damage. If the target is a creature, the Assasrian Bruiser applies the following effect:
- The target must succed on a DC 16 Dexterity saving throw or be knocked 10 ft away and prone.
Description
Assasrian Bruisers are the frontline force against potential invaders to the tribe, from the moment they are born, they are trained in the ancient martial arts of the Assasrian peoples and sent on pilgrimages to build their experience. Upon returning they are given special sets of armour to distinguish them and then set on their paths.