Wildling Assassin

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Wildling Assassin

Little is known about the assassins who tried to kill the Sha H'larr of the Onundur, Azeda, and what is known creates more questions than answers. They spoke Elven. They carried poison daggers and were experts with khopesh swords. They had full knowledge that they were on a suicide mission, and were driven to complete the mission at any cost. They carried several alchemical devices and seemed well trained in coordinating their use for maximum effect. They wore reasonably good disguises to blend in among the ghouls. Perhaps even more disturbing, they were in the ghoul caves before the party got there, but clearly used the party's arrival to stage their attack.

Who sent them? Why frame the party? What could justify their suicidal commitment to a seemingly petty mission?


GENERAL

XP 1,200

CR 4

CN Medium Humanoid (Elf)

Init +2; Senses low-light 120 ft., Perception +7


DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 breastplate)

HP 40

Fort +3, Ref +7, Will +3


OFFENSE

Speed 30 ft.

Single Melee khopesh +9 (1d8+2) or dagger +9 (1d4+2, plus poison)

Full Melee dagger +9 (1d4+2, plus poison and trip attack)

Special Attacks Trip, Smoke, Poison, Bomb


STATISTICS

Str 15, Dex 17, Con 14, Int 12, Wis 11, Cha 13

Base Atk +4; CMB +8; CMD 19 (21 vs. trip)

Feats EWP: Khopesh, Improved Trip

Skills Perception +7

Languages Common, Elven


SPECIAL ABILITIES

Bomb

Among the assassins, there is a single bomb, which can be activated as a standard action. It is volatile and will also activate if dropped. It can be deactivated with either a thievery check or a craft (alchemy) check. The DC of the disarm is 21. The first check delays the detonation for a round. The second check disarms it. If it goes off, it will deal 6d6 fire damage in a 10 foot radius (reflex for half). A flipped table provides a +4 bonus to the Reflex save.


Poison

The assassin’s blades are coated in a rapid acting poison. On being struck, a Fort save, DC 15 is required. Success - no effect. Failure, target takes 5 points of damage and is Sickened. At the end of each turn thereafter, another save is made. On a second failure, another 5 points of damage, and target is Afflicted. On a third failed save, another 5 points of damage, and target is Nauseated. On a fourth failed save, the target dies.


Smoke

As a standard action, the assassins can toss a smoke grenade. This fills an area with smoke, granting concealment to everyone inside (50% miss chance). The grenade fills a 20’x20’ square and lasts 1 minute unless cleared. While inside the smoke, you can only see adjacent figures, which have partial concealment (20% miss chance). Lastly, the smoke is flammable, dealing 1d6 damage to anyone inside it (no save) if exposed to fire. Cover provides no protection, since it is a cloud.


Trip

As a full attack action, the assassin make a trip attack (assassin's CMB vs. target's CMD) and then an attack with their dagger. Since the khopesh sword is used to provide the trip, it cannot be used instead of the dagger if a trip attempt is made (though it may still be used for attacks of opportunity). The trip attempt does not provoke attacks of opportunity, since the assassins have Improved Trip.