5e:Sanbru Dusken Assassin NPC

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User Creation
Source: Rlyehable
Date Created: 2018-05-30
Status: Final


Sandbru Duskken Assassin (NPC)
Medium Humanoid  (Duskken), Any Alignment
Armor Class: 15 (studded leather)
Hit Points: 78 (23d8+24)
Speed: 30 ft.
Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 9 (-1)
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

Features

Assassinate. 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.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity 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.

Shadewalk (1/Day). While in dim light or darkness the duskken may use a bonus action to disengage and can move through spaces as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, they may use a bonus action to use the hide action.

Sneak Attack. 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 incapacitated and the assassin doesn't have disadvantage on the attack roll.

Strong Willed. Sandbru have advantage on Wisdom saving throws.

Undead Heritage. Duskken have resistance to necrotic and poison damage and are vulnerable to radiant damage. 

Actions

Shortsword. 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.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one creature. Hit: 7 (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.

Sources and Notes


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