Arcane Assassin (5e Creature)

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Arcane Assassin

Medium humanoid (any race), any non-good alignment


Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

Saving Throws Dex +6, Int +5
Skills Acrobatics +6, Arcana +5, Perception +4, Stealth +9
Damage Resistances poison
Senses passive Perception 14
Languages Thieves' cant plus any three languages
Challenge 7 (2,900 XP)


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.

Sneak Attack (1/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.

Spellcasting. The assassin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The assassin has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): charm person, detect magic, magic missile
2nd level (3 slots): knock, suggestion
3rd level (3 slots): counterspell, fly, nondetection
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold

ACTIONS

Multiattack. The assassin makes two shortsword attacks and casts a cantrip.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 7 (2d6) damage of one of the following types (assassin's choice): acid, cold, fire, force, or lightning.


Trained in magic and the art of killing, arcane assassins lurk in the darkness, waiting for the time to strike. They can channel magic through their blades, which manifests as destructive energy.


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