Medium Humanoid, Any Evil Alignment
Armor Class 14 (leather armor)
Hit Points 10 (3d8 - 3)
Speed 40 ft.
STR
9 (-1)
DEX
16 (+3)
CON
8 (-1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws WIS +3
Skills Perception +3, Religion +2, Stealth +5
Condition Immunities Exhaustion
Senses Darkvision 120 ft, Passive Perception 11
Languages Common, Undercommon
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The Ashkin has advantage on saving throws against being charmed or frightened.

Bound to Darkness. The Ashkin does not require food, water or sleep.

Dark Gift. One non-magical weapon the Ashkin owns becomes a +1 Magical weapon while it is in their ownership. This weapon sheds a dark harmless miasma that dissipates as it emanates from the grip.

Sneak attack. Once per turn, the Ashkin deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Ashkin that isn't incapacitated and the Ashkin doesn't have disadvantage on the attack roll.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. (+1 to hit and +1 damage if given the Dark Gift)

Short Bow. Range Weapon Attack: +5 to hit, range 80/320 ft., one creature. Hit: 6 (1d6 + 3) Piercing damage. (+1 to hit and +1 damage if given the Dark Gift)

Description

     Ashkin are humanoids who have have given parts of their soul to a dark god in exchange for immortality and a place within their cult. Ashkin's former race becomes irrelevant after the transformation is complete and they loose all their former racial benefits in exchange for speed and longevity. Ashkin equipment can very from cult to cult. If a cult is particularly combat orientated they my be equipped with shields or longbows (and their stat block changed accordingly). because of their sneak attack they make effective ambush units.

    After an Ashkin has given up a piece of their soul, their body begins to waist away and after a month their skin, muscles and bone turn ash gray. When killed an Ashkin drops all its equipment and falls into dust. On the rare chance an Ashkin lives long enough, they my be promoted promoted. Often transformed into a type of fiend, usually a Spined Devil or a Shadow Demon depending on their faith.

    If you wanted to create a NPC or player as an Ashkin they have the fallowing racial features. Their Dexterity score increases by 3 and their constitution score decreases by 2. They have a speed of 40 feet and darkvision for 120 feet. The Ashkin does not require food, water or sleep but must still rest 8 hours to heal and gain their spells back. Finally, at the end of a long rest, one non-magical weapon the Ashkin owns becomes a +1 Magical weapon while it is in their ownership and until their next long rest. 

Monster Tags: NPCroguehumanoid

Habitat: DesertUnderdarkUrban

VanOfWar

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