Flame Assassin

Flame Assassins are members of The Flamedeath Fellowship   The strong arm of the society, Flame Assassins are given the duty of acting as spies and assassins for the Fellowship. Flame Assassins can perform some minor magic to aid in their duties but they are not entrusted with major arcana. Like their lesser compatriots, Disciples of the True Flame, they are occasionally given minor blessings and armor that protect them from fire magic, so the mages of the society can work their magic with impunity.
Medium humanoid (any race), any non-good alignment   Armor Class 15 (Studded Leather)
Hit Points 78 (12d8+24)
Speed 30 ft.   STR 11 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 13 (+1)
WIS 11 (+0)
CHA 10 (+0)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistance Fire, Poison
Senses passive Perception 13
Languages Thieves' Cant Plus Any Two Languages
Challenge 8 (3,900 XP)
Assassinate. During its first turn, the assassin has 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.

Innate Spellcasting
  • Cantrips (at-will): Control Flames, Dancing Lights, Firebolt
  • 1st-Level (2 slots): Brand, Detect Magic, and Identify

Actions
  Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6) fire damage. The target must make a DC 15 Constitution saving throw, taking the fire damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6) fire damage. The target must make a DC 15 Constitution saving throw, taking the fire damage on a failed save, or half as much damage on a successful one.

Comments

Please Login in order to comment!