5e SRD >Creatures >

Planar Assassin

Medium humanoid (human), neutral

Armor Class 21 (leather armor)
Hit Points 299 (26d8+182)
Speed 60 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 30 (+10) 25 (+7) 15 (+2) 13 (+1) 20 (+5)

Saving Throws Str +12, Con +14, Wis +8
Skills Athletics +17, History +9, Insight +8, Perception +8, Stealth +24, Survival +15
Damage Resistances acid, cold, lightning; bludgeoning, piercing, slashing
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 18
Languages Common, Undercommon, any 8 other languages
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Cunning Action (1/Turn). The assassin can use a bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. When the assassin makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
  • Innate Spellcasting. The assassin’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the assassin fails a saving throw, he can choose to succeed instead.
  • Pain Threshold. Any attacks or spells that deal 7 points of damage or less do not deal any damage to the assassin.

ACTIONS

  • Multiattack. The assassin attacks three times.
  • Flaming Blades. Melee o. Ranged Weapon Attack: +17 to hit, reach 5 ft. or range 90/180 ft., one target. Hit: 26 (2d12+13) magical slashing damage plus 18 (4d8) fire damage.

LEGENDARY ACTIONS

The assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  • Attack. The assassin makes an attack.
  • Healing Potion. The assassin drinks a potion and regains 28 (8d4+8) hit points.
  • Enflame Armaments. The assassin chooses up to 3 manufactured metal objects, such as a metal weapon or a suit of heavy or medium metal armor, that he can see within 100 feet. The objects glow red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the assassin uses another legendary action, he can use this legendary action on each subsequent round to cause this damage again. If a creature is holding or wearing an enflamed object and takes the damage from it, the creature must succeed on a DC 20 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.

ABOUT

In retirement the highest paying jobs for adventurous rogues all end with one thing: a creature’s death. Planar assassins are warriors that have accepted the lordship of a ruler of a plane of existence. Most of these lethal killers reside on the Plane of Fire but each of the elemental planes has coerced or persuaded counterparts to do the same—alter any trait or spell that deals fire damage to deal acid, cold, or lightning damage instead, and change the assassin’s fire immunity to match.

Section 15: Copyright Notice
Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.