Wildling Assassin

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Wildling Assassin (CR 4)

True Chaotic - Medium - Humanoid (Elf)
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
19 +9
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
61 30 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +7
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Khopesh Sword +7 (1d10+4/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Khopesh Sword +7 (1d10+4/x2)
    as slashing (physical, common)
    plus trip
  • 2x Poisoned Fang Dagger +7 (1d6+1/x2)
    as piercing (physical, common)
    plus poison

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

15
STR
17
DEX
14
CON
12
INT
11
WIS
13
CHA

Skills:

Languages: Common, Elven

Feats:

Special Abilities

Bomb (Su)

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 Disable Device check or a Profession (Alchemist) check. The DC of the disarm is 19. The first check delays the detonation for a round. The second check disarms it. If it goes off, it will deal 1d10+5 fire (energy, common) damage in a 10 foot radius (reflex save, DC 16, for half). A flipped table provides a +4 bonus to the Reflex save.

Poison (Ex)

The first successful attack made by each assassin's dagger has a chance to inflict poison on the target:


Lifeleech Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 16;     Frequency: 1/round for 3 rounds
Effect: 1d6+1 points of poison (physical, uncommon) damage, and target is Sickened.
Fruition: target falls unconscious and is helpless
Fruition Duration: 24 hours
Smoke (Ex)

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+1 damage to anyone inside it (no save) if exposed to fire. Cover provides no protection, since it is a cloud.

Trip (Ex)

During a full attack action, if the assassin successfully hits a target with their khopesh sword attack, they may make a free Trip attack against that target as well. (1d20 + 7 vs. the target's Maneuver Defense). If successful, the target is knocked prone. This does not provoke attacks of opportunity.

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?

Combat Tactics

Wildling assassins are rapid assault troops, using stealth, smoke bombs, and hit-and-run tactics to cause mayhem and confusion within their targets. Each assassin will attempt to inflict their poison damage on a different target, and will make use of the concealment provided by their smoke bombs to initiate stealth if they need to change targets.

Out of Combat

These savage assassins are highly trained in their bloody craft, but are also highly secretive about their training techniques, as well as the employers who contract them to do their work. They perfect their arts in secret schools, often hidden in caves or ruins, though some have been discovered in the middle of a busy city. Stumbling into such as school is usually a fatal mistake for unwary explorers.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)