Fenric Runewolf Character in Melyria | World Anvil

Fenric Runewolf

Physical Description

Identifying Characteristics

Fenric's skin is covered with tribal tattoos, depicting wolf motive.

Relationships

Nimaral Vainasel

Workpartner

Towards Fenric Runewolf

3

Fenric Runewolf

Workpartner

Towards Nimaral Vainasel

2

History

Fenric was appointed to Nimaral's work partner 4028, after Fenric had come in to royal guard.

Species
Ethnicity
Professions
Year of Birth
3803 AoS 244 Years old
Spouses
Siblings
Children
Gender
Male
Eyes
Brown red, cat-like
Hair
Bald
Skin Tone/Pigmentation
Copper
Height
1.74 m
Aligned Organization


Assassin

Medium humanoid (any race) assassin , Any Non-good

Armor Class 15 (studded leather armor)
Hit Points 78 ( 12d8+24 )
Speed 30ft

STR
11 0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 0
CHA
10 0

Saving Throws Dex +6 1d20+6 , Int +4 1d20+4
Skills Acrobatics +6 1d20+6 , Deception +3 1d20+3 , Perception +3 1d20+3 , Stealth +9 1d20+9
Damage Resistances Poison
Senses passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 8 (3,900 XP)


Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.



Assassinate. During its first turn, the assassin has an 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 (1/Turn). The assassin deals an extra 13 ( 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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.


Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: ( 1d6+3 ) piercing damage plus ( 7d6 ) poison damage. The target must make a dc on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 1d20+6 to hit, reach 80/320 ft., one target. Hit: ( 1d8+3 ) piercing damage plus ( 7d6 ) poison damage. The target must make a dc on a failed save, or half as much damage on a successful one.


 

SourcePage
Monster Manual343

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