5e SRD >Creatures >

Faceless

Medium fiend, chaotic evil

Armor Class 18
Hit Points 132 (24d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 16 (+3) 18 (+4) 14 (+2)

Saving Throws Dex +8, Wis +8
Skills Athletics +8, Acrobatics +12, Sleight of Hand +12, Stealth +12, Investigation +11, Insight +12, Perception +12, Survival +12, Deception +10, Intimidation +10, Persuasion +10
Senses darkvision 60 ft., passive Perception 22
Languages Abyssal, telepathy 120 ft.
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Anonymous. Any eyewitness to an attack committed by a faceless must make a DC 22 Wisdom saving throw when recalling the crime. On a failure, the witness falsely remembers that the crime was committed by either a random stranger or by an individual that the witness believes most likely to have committed the crime.
  • Assassinate. During its first turn, the faceless 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.
  • Blur. The outline of the faceless shifts and shimmers as if under a blur spell. Attacks against the faceless are at disadvantage. Attackers that do not rely on sight or that can see through illusions are immune to this effect.
  • Evasion. If the faceless 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 faceless deals an extra 16 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the Attack roll.

ACTIONS

  • Multiattack. The faceless makes two Dagger attacks.
  • Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

ABOUT

No one is entirely sure where the fiendish race known as the faceless comes from, only that they are evil beings that appear to revel in — and possibly draw sustenance from — acts of murder and violence. Possessed of a natural ability to conceal their identity, the faceless leave behind a trail of chaos, fear, and suspicion. Witnesses to crimes committed by a faceless — and those few who survive their deadly attacks — invariably recall the perpetrator differently, usually as the individual they think most likely to have committed the offense.

Dark rites and sacrifice can summon the faceless and task them with assassinations and acts of terror. They are especially well-suited to such rituals, as they rarely ask for much in the way of payment, save the ability to commit their bloody and repellent crimes. Calling on the faceless is not entirely without risk, however, as some stories tell of a faceless turning on its summoner once its killings and other mayhem is complete.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games