Skaven Eshin Assassin (5e Creature)

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Skaven Eshin Assassin[edit]

Medium humanoid (skaven), neutral evil


Armor Class 17 (leather armor)
Hit Points 110 (17d8 + 34)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 12 (+1) 15 (+2) 11 (+0)

Saving Throws Dex +10
Skills Acrobatics +10, Athletics +5, Stealth +10, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Queekish
Challenge 8 (3,900 XP)


Cunning Action. On each of its turns, the skaven can use a bonus action to take the Dash, Disengage, or Hide action.

Keen Smell. The skaven has advantage on Wisdom (Perception) checks that rely on smell.

Sneak Attack (1/Turn). The skaven deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skaven that isn't incapacitated and the skaven doesn't have disadvantage on the attack roll.

ACTIONS

Multiattack. the skaven makes two weapon attacks.

Throwing Star. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 8 (1d4 + 6) piercing damage and 4 (1d8) poison damage.

Weeping Blade. Melee Weapon Attack: +10 to hit, reach 5 ft. one target. Hit: 10 (1d8 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 18 (4d8) poison damage and is poisoned until the end of its next turn. On a successful save, the target takes half as much damage and is not poisoned. This is a magic weapon attack.
Once per day, the skaven can choose to deal 14 (4d6) poison damage and 9 (2d8) necrotic damage and the target is paralyzed instead of poisoned instead of the attack's normal additional effects.

Smokebomb. The skaven drops a smokebomb at its feet, causing the air in a 15-foot radius to become heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Skaven Eshin assassins are the pinnacle of Clan Eshin warriors, elite killers in a class of their own. They represent the culmination of years of training and ruthless assassination undertaken on behalf of the clan and the skaven race.

Killers of Renown. Masters of poison, exceptionally skilled in the arts of hand-to-hand combat, and versed in the ways of stealth and conspiracy, these killers sell their services to any skaven warlord who can meet their exorbitant fees. They even offer their services to members of other races, provided they ask the right people and offer the right compensation. Yet those few who know of the existence of the black-clad assassins fear them above all others. Rumours of their cut-throat abilities are whispered in fear: Clan Eshin assassins are invisible and their very shadows are poisonous.

Ninja Rat Skills. Stealth and killing are the study of the skaven Eshin assassin. Whilst all Clan Eshin warriors are trained to perform amazing feats of speed and dexterity, only those that excel are considered for more intensive training. It is then that the secret arts are taught, some of which are ancient techniques studied in the Far East, but many more are unique fighting styles of the ratmen's own devising. By the end of an assassin's long initiation, he can jump many times his own height—hurtling over obstacles and back-flipping to safety. He can run faster than a horse and climb smooth surfaces with ease. In battle, the Eshin assassin is a blur, able to rain throwing stars and weeping blades upon a foe or dodge a storm of arrows.
Skaven Eshin assassins are so adept at hiding that many suspect that ghostly presences or dark magic are at work.

Masters of Murder. The art of sabotage, arson, and poison all form part of an assassin's deadly bag of tricks. Many Eshin assassins-in-training are lost as the regimen is gruelling. The final tests are deadly missions assigned by Clan Eshin's ruling council, presided over by Lord Sneek, the leader of the clan, and one of the Lords of Decay. After surviving such actions, an Eshin assassin is considered an acknowledged master in the methodology of murder.



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