Morendath Infiltrator
Morendath Infiltrator
STR
15 +2
DEX
18 +4
CON
13 +1
INT
15 +2
WIS
13 +1
CHA
17 +3
• Drow Weapon Training (var. weapons) • Drow Magic (Charisma-based; Dancing Lights cantrip; Faerie Fire and Darkness spells each once betw. long rests) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Trance (4 hrs. as 8 hrs. sleep)
Truesight, Via goggles lasts 6 rounds.
Abilities using their Leather Armor Suits -
Cloaking device - The Infiltrators can turn themselves functionally invisible for one minute using the runes in their armor. This allows them to act and attack without losing this invisibility.
Gas Attack - Using a specially designed blackjack on a successful attack the Infiltrator can cause a medium sized creature to make a DC 16 constitution saving throw. On a fail the creature will fall asleep for 2d12 rounds.
• Sneak Attack (+7d6) • Cunning Action (Dash, Disengage or Hide) • Assassinate (adv. vs. no turn yet and any hit auto-critical) • Uncanny Dodge (reax. for half damage) • Evasion (area effect half or no damage) • Infiltration Expertise (fake an identity) • Reliable Talent (prof. skill d20 under 10 as 10) • Impostor (mimic another)
Actions
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+5 piercing damage. Shortbow. Ranged Weapon Attack: +10 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.) Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
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