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- Zelemendel
- Male Elf (Neutral Evil)
- Armor Class 17 (+2 armor)
- Hit Points 60 (9d18+18)
- Speed 30 ft
- Profeciency: +3
- Str 10(+0) Dex 20 (+5) Con 14(+2) Int 14(+2) Wis 10 (+0) Cha 12 (+1)
- Saving Throws Dex +7, Int +5
- Damage Resistance :Poison
- Skills: Acrobatics +7, Deception +4, Perception +3, Stealth +9
- Senses: Passive Perception 14, Darkvision 60 ft
- Languages: Common, Elvish, Thieves Cant
- Feats: Alert +5 Initiative
- Challenge 6 (2,300 XP)
- Special Traits
- Assassinate: During its 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.
- 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.
- Magical Ambush
- Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
- Actions:
- Multiattack: The assassin makes two shortsword attacks
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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 damage on a successful one.
- Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 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 damage on a successful one.
- Zelemendal has three special poisoned darts that paralyze the victim if they fail a 17 constitution check.
- Spellcasting, Zelemendal is a 8th level spellcaster using his Intelligence Bonus as his Spellcasting ability.
- Cantrips (at will): Prestidigitation, Minor Illusion. Shape Water
- 1st level (3 slots): Disguise Self, Silent Image,
- 2nd level (2 slots):, Invisibility, Misty Step, Shield,
- Gear: Potion of Disguise Self, Potion of Invisibility, Potion of Expeditious Retreat.
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