Tamriel: 9 Provinces, 5 Oceans, 19 Planes, 150 Villages, 64 Cities and a very long roadmap!
Played | 20 times |
Cloned | 0 times |
Created | 31 days ago |
Last Updated | 6 days ago |
Visibility | Public |
Description
The Assassin is a master of stealth and precision, embodying the essence of death itself. With a penchant for striking from the shadows, they are lethal foes who leave no trace of their presence, often vanishing before their victims even realize they are in danger.
Size | Medium |
Type | Humanoid |
CR | 6 |
XP | 2300 |
Languages | Common, Thieves' Cant |
Armor Class | 15 |
HP Range | 70 - 85 (Avg: 78) |
Damage Vulnerabilities | None |
Damage Resistances | |
Damage Immunities | None |
Condition Immunities | None |
Cloak of Shadows
As a bonus action, the Shadow Assassin can become invisible until the start of their next turn or until they attack.
Dagger Strike
The Shadow Assassin makes a melee attack with a dagger, dealing 1d4 + 5 piercing damage. If the target is surprised, it takes an additional 2d6 damage.
Light Crossbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Multiattack
The assassin makes two shortsword attacks.
Poisoned Blade
The Shadow Assassin can coat their dagger with a poison. On a hit, the target must succeed on a DC 15 Constitution saving throw or take an additional 3d6 poison damage and be poisoned for 1 minute.
Shadow Step
The Shadow Assassin can teleport up to 30 feet to an unoccupied space they can see that is in dim light or darkness.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.