Drexel

Zelemendel

Dec 1st, 2022
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  1. Zelemendel
  2. Male Elf (Neutral Evil)
  3.  
  4. Armor Class 17 (+2 armor)
  5. Hit Points 60 (9d18+18)
  6. Speed 30 ft
  7. Profeciency: +3
  8. Str 10(+0) Dex 20 (+5) Con 14(+2) Int 14(+2) Wis 10 (+0) Cha 12 (+1)
  9. Saving Throws Dex +7, Int +5
  10. Damage Resistance :Poison
  11. Skills: Acrobatics +7, Deception +4, Perception +3, Stealth +9
  12. Senses: Passive Perception 14, Darkvision 60 ft
  13. Languages: Common, Elvish, Thieves Cant
  14. Feats: Alert +5 Initiative
  15.  
  16. Challenge 6 (2,300 XP)
  17. Special Traits
  18. 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.
  19. 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.
  20. 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.
  21. Magical Ambush
  22. 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.
  23.  
  24. Actions:
  25. Multiattack: The assassin makes two shortsword attacks
  26.  
  27. 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.
  28.  
  29. 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.
  30.  
  31. Zelemendal has three special poisoned darts that paralyze the victim if they fail a 17 constitution check.
  32.  
  33. Spellcasting, Zelemendal is a 8th level spellcaster using his Intelligence Bonus as his Spellcasting ability.
  34.  
  35. Cantrips (at will): Prestidigitation, Minor Illusion. Shape Water
  36.  
  37. 1st level (3 slots): Disguise Self, Silent Image,
  38.  
  39. 2nd level (2 slots):, Invisibility, Misty Step, Shield,
  40.  
  41. Gear: Potion of Disguise Self, Potion of Invisibility, Potion of Expeditious Retreat.
  42.  
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