Wildling Assassin: Difference between revisions
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Revision as of 16:23, 18 April 2021
Wildling Assassin (CR 4)
True Chaotic - Medium - Humanoid (Elf) |
---|
Lore: | Know (Local) | ||
8 | 23 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
19 | +9 |
Passive | Active |
Ambush: |
9+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
61 | 30 | 6 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +2 |
Refl: | +7 |
Will: | +2 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Fang Sword +7 (1d10+4/x2)
as slashing (physical, common)
Full Attack (Melee):
Standard Attack (Ranged):
- 1x Thrown Fang Daggers +7 (1d10+4/x2)
as piercing (physical, common)
(Increment: 20 ft.; Max Range: 100 ft.)
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
15 |
STR |
17 |
DEX |
14 |
CON |
12 |
INT |
11 |
WIS |
13 |
CHA |
Special Abilities
Bomb (Su) SPECIAL, Standard Action |
Among a typical group of wildling assassins, there is a single alchemical bomb, in the possession of whichever Assassin the GM chooses, which is typically placed in a target spot determined by the GM. This bomb can be activated by any Assassin as a standard action, and set to go off after a delay of a number of rounds, or up to several minutes out of combat. This bomb is volatile and will also activate if dropped in battle. This can be done by an Assassin as a free action, although this is painful, since they take full damage. Once placed, the bomb 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). Cover or partial cover (a flipped table, for example) provides a +4 bonus to the Reflex save. |
Fang Poison (Ex) Auto After Melee Attack, 1/Rnd |
The first successful melee attack made by each assassin's dagger, up to once per round, has a chance to inflict poison on the target: |
Smoke (Ex) Standard Action |
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 until the end of combat unless cleared. While inside the smoke, you can only see adjacent figures, which have partial concealment (20% miss chance). Lastly, the smoke is intensely irritating, dealing 1d6+1 damage as poison (physical, uncommon) damage to anyone inside it (no save). Cover provides no protection, since it is a cloud. This can be removed by dispersing effects, as normal. |
Trip (Ex) Free Action During Full Attack Action |
During a full attack action, if the assassin successfully hits a target with their fang 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 wildlings. Perhaps the most solid information is that they speak and understand Elvish, although their accent is odd, so it is entirely possible that they are some variant species or race of Elves, or, some other Fey race.
Wildlings seem very insular and avoid contact with races with the Spark, so they are rarely seen in proper 'civilized' settings. When Wildling Assassins are encountered, they are usually involved in some sort of a stealthy assault with one or more targets for assassination. While they are on these 'missions', Wildling Assassins seem utterly committed to their goal, willing to fight to the death without hesitation.
It seems likely there is some source for Wildlings, and Assassins are some sort of 'specialist' warriors, but details are extremely scarce.
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) |