Thunder Assassin (Kriel'gen) (3.5e Creature)
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Thunder Assassin (Kriel'gen)
|Size/Type:||large Chaotic, Outsider (tanar'ri)|
|Hit Dice:||15d8+60 (120 hp)|
|Armor Class:||22 (+2natural,+3dexterity,+8 full plate,-1size), touch 12, flat-footed 19|
|Attack:||Unholy flaming Blade+25/+20/+15(1d10+9 plus 2d6 electric, 2d6 unholy, 1d6 fire) or claw+24/+24 (2d4+9plus 2d6 electric)|
|Full Attack:||Unholy flaming Blade+25/+20/+15(1d10+9 plus 2d6 electric, 2d6 unholy, 1d6 fire) and claw+24/+24 (2d4+9plus 2d6 electric)|
|Special Attacks:||Sneak attack +5d6|
|Special Qualities:||polymorph at will, summon tanar'ri, DR15/good or silver, SR20, cold resistance 20, fire and electric immunity, death throws (1d12x10)- ref DC-22 half, Improved Invisibility at will.|
|Saves:||Fort +13, Ref +8, Will +12|
|Abilities:||Str 28, Dex 16, Con 18, Int 16, Wis 16, Cha 16|
|Skills:||+20 climb, swim, jump, move silently, hide(should they ever need it), +15 spot, listen, balance, use rope, intimidate, craft weapon, +10 tumble, open lock, ride, +5 all other str, and dex based skills.|
|Feats:||Improved Initiative, Run, Track, Two weapon fighting, Improved two weapon fighting, ambidexterity.|
|Environment:||any, tho they hail from the abyss|
|Organization:||solitary, pair, hit squad (3-5)|
This massive hulking creature gleams with electricity and it's eyes glow hit hate and death, it serves one purpose and one purpose alone, ending you!
When the demonic leaders of the abyss need someone dead for whatever purpose, and all else fails they call upon the Kriel'gen (thunder assassins) arguably the best at what they do, some mortals of an incredibly high stature, pay them to do there bidding also. It may be noted that with their greater invisibility, their sneak attack and their blade, they may actually be more suited to battle a higher level character than 14, unless they have the right gear of course.
Kriel'gen do not fight for honor, and will never show any mercy, they will take all the precautions to kill there target, and they don't let there sadistic nature get in between the and a hit, the kill fast and they plan everything out perfectly beforehand regardless of who or what the hit is.
Summon Tanar'ri: Once per day, a Kriel'gen may attempt to summon another Kriel'gen with a 50% chance of success.