Xingese Assassin (FMA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Xingese Fighter (FMA Supplement) class and Far Traveler (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 18 (chain shirt)
Hit Points 82 (15d8 + 15)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str -2, Dex +8, Con +3, Int +5
Skills Acrobatics +10, Animal Handling +8, Arcana +5, Insight +8, Investigation +5, Nature +5, Perception +8, Stealth +10, Survival +8
Condition Immunities charmed, frightened
Senses passive Perception 18
Languages Common
Challenge 15 (13,000 XP)


Armor. The assassin has a damage threshold of 7.

Skirmish Defense. After having moved at least 15 ft. in one round, the assassin's AC becomes 20 until the start of their next turn.

Skirmish Attack. Once per turn, the assassin can deal an extra 14 (4d6) damage to a creature they hit with an attack after having moved at least 15 ft. in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of the assassin.

Battle Fortitude. The assassin has a +2 bonus to initiative rolls and Constitution saving throws (included in bonus).

Swift Action. The assassin can take an additional bonus action on each of their turns. This action can only be used to take the Dash or Disengage actions, to interact with an additional object, or to take the Attack action after which they can not take the Attack action again until the end of their turn.

Evasion. When the assassin is targeted by an area effect that lets them make a Dexterity saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

Dragon's Pulse. The assassin can sense the exact location of any living creature within 10 feet of them, even if they are blinded or in darkness. Creatures within this range do not gain the benefits of being invisible or obscured against the assassin, and they know the hit points and any other resources any creatures within this feature's range has.

Amestrian Dueling. Attack and damage rolls made with melee weapons have a +1 bonus (included in attack), and have their critical range increased by 1 (20 → 19-20 → 18-20).

ACTIONS

Multiattack. The assassin makes two attacks with their dao or dagger.

Dao. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Thrown Dagger. Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

REACTIONS

Cretan Sweep. When an attacker that the assassin can see hits them with an attack, they immediately move up to 15 feet in any direction and reduce the attack's damage against them by 8. If they are unable to move 5 feet they cannot use this feature, and if they are prevented from moving they still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit them, but it does from any others. This movement may be through another creature's space, and the assassin must make a melee attack against these creatures with a +10 bonus. On a hit, they are knocked prone and take 6 (1d4 + 4) bludgeoning damage.

Flowing Strike. When a creature misses the assassin with a melee attack, they make a melee attack against them.

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[Source]

Xingese assassins are the nation's elite warriors. Some believe that, if the nation wished to, a group of assassins could obliterate the command structure of any nation, making invasion almost assured.



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