Drop Grandmaster Assassin art
NPCsHumanoidSize Medium
106
Hit Points
26
AC
Short Sword +15, 1d6+10 damage (+6d6)
Damage
—
Level
20
Experience
Resistances, Immunities & Weaknesses
ResourceDeadly strike (limited)
Abilities
Poison
You can equip the assassin with poison, which increases its CR by +1. On the assassin's first successful attack, the target must succeed on a Constitution check, DC [10 + CR], or take [CR x 1d6] damage and become Weakened for the rest of the combat. On a success, it takes only half damage and is not Weakened.
Deadly Strike (Limited)
An attack similar to the Rogue's Sneak Attack that must be made from behind or by surprise. The creature gains a +5 bonus to its attack roll and adds [2d6 per rank] to its damage. The creature also gains a +5 bonus to Stealth checks.
Disappear (Limited)
The creature becomes invisible and can move 20 meters. It reappears on its next turn, and if it wins an opposed Stealth (Dexterity) check against its target's Wisdom, it can make a Deadly Strike.
Assassination
On the first round of combat, if the target is Surprised, a successful Deadly Strike forces it to succeed on a DC 15 Constitution check or drop to 0 hit points.
Survival Instinct
The creature has mastered the art of slipping away and taking cover. Once per turn, at a moment of its choosing, the NPC may use an extra movement action to move. If an effect or creature paralyzes, slows, or restrains its movement, it may attempt an Intelligence or Dexterity check (its choice), DC 10, to break free once per turn. It gains a +5 bonus to Defense when it has fewer than [CR x 5] hit points remaining.
Cannon Fodder
Once per turn, the NPC can decide that an attack aimed at them instead hits one of their underlings within 3 meters who stepped in the way (or behind whom they took cover).