5e:Sanbru Dusken Assassin NPC: Difference between revisions
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| | |summary=Sanbru Dusken Assassin NPC | ||
{{ | |feature1=Assassinate | ||
|flimit1= | |||
|fdesc1=During the first {{srd5lc|Turn}}, the assassin has {{srd5lc|Advantage}} on {{srd5lc|Attack Roll}}s against any creature that hasn't taken a turn. Any hit the assassin scores against a {{srd5lc|Surprise}}d creature is a {{srd5lc|Critical Hit}}. | |||
|feature2=Evasion | |||
|flimit2= | |||
|fdesc2=If the assassin is subjected to an effect that allows it to make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}} to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. | |||
|feature3=Shadewalk | |||
|flimit3=1/Day | |||
|fdesc3=While in {{srd5lc|Dim Light}} or {{srd5lc|Darkness}} the duskken may use a {{srd5lc|Bonus Action}} to {{srd5lc|Disengage}} and can move through spaces as narrow as 1 inch wide without {{srd5lc|Squeeze|squeezing}}. | |||
|feature4=Shadow Stealth | |||
|flimit4= | |||
|fdesc4=While in dim light or darkness, they may use a bonus action to use the {{srd5lc|Hide}} action. | |||
|feature5=Sneak Attack | |||
|flimit5= | |||
|fdesc5=Once per turn, the assassin deals an extra 14 (4d6) 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 assassin that isn't {{srd5lc|Incapacitated}} and the assassin doesn't have {{srd5lc|Disadvantage}} on the attack roll. | |||
|feature6=Strong Willed | |||
|flimit6= | |||
|fdesc6=Sandbru have {{srd5lc|Advantage}} on {{SRD5|Wisdom}} {{srd5lc|Saving Throw}}s. | |||
{{ | |feature7=Undead Heritage | ||
|flimit7= | |||
|fdesc7=Duskken have {{srd5lc|Resistance}} to {{srd5lc|Necrotic}} and {{srd5lc|Poison}} damage and are {{srd5lc|Vulnerable}} to {{srd5lc|Radiant}} damage. | |||
{{ | |action1=Shortsword | ||
|alimit1= | |||
|adesc1=''{{SRD5|Melee Weapon Attack}}:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d4+3) {{srd5lc|Piercing}} damage, and the target must make a {{SRD5|DC}} 15 {{SRD5|Constitution}} saving throw, taking 24 (7d6) {{srd5lc|Poison}} damage on a failed save, or half as much on a successful one. | |||
|action2=Light Crossbow | |||
|alimit2= | |||
|adesc2=''{{SRD5|Ranged Weapon Attack}}:'' +6 to hit, {{srd5lc|Range}} 80/320 ft., one creature. ''Hit:'' 7 (1d4+3) {{srd5lc|Piercing}} damage, and the target must make a {{SRD5|DC}} 15 {{SRD5|Constitution}} saving throw, taking 24 (7d6) {{srd5lc|Poison}} damage on a failed save, or half as much on a successful one. | |||
}} | }} | ||
These [[Duskken (5e Race)|Duskken]] work as {{srd5lc|Assassin NPC|assassin}}s for nobles, guildmasters, sovereigns, and anyone else who can afford them. | These [[Duskken (5e Race)|Duskken]] work as {{srd5lc|Assassin NPC|assassin}}s for nobles, guildmasters, sovereigns, and anyone else who can afford them. | ||
Latest revision as of 10:47, 7 March 2020
See Assassin (disambiguation)
| Sandbru Duskken Assassin (NPC) | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Humanoid (Duskken), Any Alignment | ||||||||||||
| Armor Class: 15 (studded leather) | ||||||||||||
| Hit Points: 78 (23d8+24) | ||||||||||||
| Speed: 30 ft. | ||||||||||||
| ||||||||||||
| Saving Throws: Dex +6, Int +3 | ||||||||||||
| Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9 (with advantage) | ||||||||||||
| Damage Vulnerability: radiant | ||||||||||||
| Damage Resistances: necrotic, poison | ||||||||||||
| Senses: darkvision 60 feet, passive perception 13 | ||||||||||||
| Languages: Thieves' Cant, Common, Fellspeak, plus any one language | ||||||||||||
| Challenge: 8 (3,900 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesAssassinate. During the first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. ActionsShortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+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 on a successful one. |
These Duskken work as assassins for nobles, guildmasters, sovereigns, and anyone else who can afford them.