Diligent Corbomites Ninja enforcers
These highly trained assassins and monks use speed and a number of dirty tricks to remove other operatives. They conceal their faces behind dark blue hoods and face masks. They carry a number of weapons and chemical agents. They can be any number of races as long as they are medium sized and very fast.
NOTE: Some of these operatives employ a new arrow affixed to a metal cord. The head of the arrow expands when it strikes flesh or a pliant surface creating a grapple effect. The cord can then be attached to the ground or used to reel in targets.
The Cord is breakable with a DC 16 strength check. They are usually used in groups and each cord increases the strength check by 2.
Physical Description
General Physical Condition
Class & Level: Monk 8 (Way of Shadow)
Strength 12 +1 ... Strength Ability Checks +4 ... Strength Saving Throws * +4 ... Athletics Skill *
Dexterity 19 +4 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws * +4 ... Acrobatics Skill +4 ... Sleight of Hand Skill +4 ... Stealth Skill
Constitution 13 +1 ... Constitution Ability Checks +1 ... Constitution Saving Throws Intelligence 10
Wisdom 15 +2
Charisma 10
COMBAT [PHB p. 189] +4 ... Initiative Modifier
Armor Class 17 ... Armor worn: None (Unarmored Defense Feature)
50 ft. Speed ... Base distance per move 51 hit points
Martial Arts. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 bludgeoning damage. Strike counts as magical to overcome target's resistence to nonmagical attacks and damage. Make unarmed strike as bonus action.
Dart. Ranged Weapon Attack: +7 to hit. Hit: 1d4+4 piercing damage. (Normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)
• Darkvision (60 feet) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Mask of the Wild (hide outdoors) Ki Energy [PHB p. 78] • 8 ki points betw. short or long rests Class Features [PHB p. 76] • Unarmored Defense (AC) • Flurry of Blows (1 ki for two unarmed attacks as bonus action) • Patient Defense (1 ki for Dodge as bonus action) • Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled) • Unarmored Movement (higher speed) • Deflect Missiles (reduce by 1d10+12) • Shadow Arts (2 ki for Darkness, Darkvision, Pass Without Trace, or Silence) • Slow Fall (-40 damage) • Extra Attack (2/attack) • Stunning Strike (1 ki point, Constitution save of stunned) • Shadow Step (bonus action to teleport 60 feet from dim light/darkness to same, adv. next attack) • Wholeness of Body (regain 24 h.p. once betw. long rests) • Evasion (area effect half or no damage) • Stillness of Mind (end charmed or frightened) EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): shortsword, ten (10) darts, set of common clothes, 2 Sleeping Darts coated with a sleeping poison, 2 paralyzation darts DC14 Con save if hit.
Strength 12 +1 ... Strength Ability Checks +4 ... Strength Saving Throws * +4 ... Athletics Skill *
Dexterity 19 +4 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws * +4 ... Acrobatics Skill +4 ... Sleight of Hand Skill +4 ... Stealth Skill
Constitution 13 +1 ... Constitution Ability Checks +1 ... Constitution Saving Throws Intelligence 10
Wisdom 15 +2
Charisma 10
COMBAT [PHB p. 189] +4 ... Initiative Modifier
Armor Class 17 ... Armor worn: None (Unarmored Defense Feature)
50 ft. Speed ... Base distance per move 51 hit points
Martial Arts. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 bludgeoning damage. Strike counts as magical to overcome target's resistence to nonmagical attacks and damage. Make unarmed strike as bonus action.
Dart. Ranged Weapon Attack: +7 to hit. Hit: 1d4+4 piercing damage. (Normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)
• Darkvision (60 feet) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Mask of the Wild (hide outdoors) Ki Energy [PHB p. 78] • 8 ki points betw. short or long rests Class Features [PHB p. 76] • Unarmored Defense (AC) • Flurry of Blows (1 ki for two unarmed attacks as bonus action) • Patient Defense (1 ki for Dodge as bonus action) • Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled) • Unarmored Movement (higher speed) • Deflect Missiles (reduce by 1d10+12) • Shadow Arts (2 ki for Darkness, Darkvision, Pass Without Trace, or Silence) • Slow Fall (-40 damage) • Extra Attack (2/attack) • Stunning Strike (1 ki point, Constitution save of stunned) • Shadow Step (bonus action to teleport 60 feet from dim light/darkness to same, adv. next attack) • Wholeness of Body (regain 24 h.p. once betw. long rests) • Evasion (area effect half or no damage) • Stillness of Mind (end charmed or frightened) EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): shortsword, ten (10) darts, set of common clothes, 2 Sleeping Darts coated with a sleeping poison, 2 paralyzation darts DC14 Con save if hit.
Children
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