Medium Humanoid (Human), Chaotic Good
Armor Class 16 Unarmored Defense
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
20 (+5)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +9, INT +5
Skills Acrobatics +9, Deception +4, Perception +5, Stealth +13
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 15
Languages Thieves' cant, Ionian, Noxian, Piltovan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Assassinate. During her first turn, Akali has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Akali scores against a surprised creature is a critical hit.

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

Cunning Action. Akali can take the DashDisengage, or Hide action as a bonus action.

Assassin's Mark. Once per turn, Akali deals an extra 24 (6d6) damage when she hits a target with a weapon attack.

Legendary Resistance (2/Long Rest). If Akali fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Akali makes two Kama or Shuriken Flip attacks.

Kama. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Five Point Strike. Ranged Weapon Attack: +9 to hit, range 20/60 ft., up to five targets. Hit: 8 (1d4 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Shuriken Flip. Ranged Weapon Attack: +9 to hit, range 40/100 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Akali can as a bonus action, for the next three turns, use ninjutsu to swap places with the shuriken once.

Twilight Shroud. Akali detonates a smoke bomb, creating a 20 ft. radius cylindrical shroud that expands over the next minute. The smoke can spread around corners. 

Entering the shroud renders Akali invisible. Akali's attacks and abilities will break the invisibility for one round.

Perfect Execution (Recharge 6). Akali attempts to execute a target below 50% health.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw or drop to 0 hit points.

Reactions

Exemplary Ninja. Akali has 2 reactions per round.

Uncanny Dodge. When an attacker that Akali can see hits her with an attack, she can use her reaction to halve the attack’s damage.

Legendary Actions

Akali can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Akali regains spent legendary actions at the start of her turn.

Strike. Akali makes one attack with her Kama.

Move. Akali moves up to half her speed without triggering opportunity attacks.

Swarm of Blades (Costs 2 Actions). Akali uses Five Point Strike.

Toxic Gas (Costs 2 Actions). Each creature within Akali's Twilight Shroud takes 20 (4d8) poison damage.

Description

"You're dead, I'm alive. See? Balance." -Akali

Abandoning the Kinkou Order and her title of the Fist of Shadow, Akali now strikes alone, ready to be the deadly weapon her people need. Though she holds onto all she learned from her master Shen, she has pledged to defend Ionia from its enemies, one kill at a time. Akali may strike in silence, but her message will be heard loud and clear: fear the assassin with no master.

Monster Tags: NPCHuman

Habitat: ForestHillUrban

TempoBueno

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