Ghosts of Saltmarsh

(Jeff_L) #1
DROWNED ASSASSIN
Medium undead, chaotic evil

Armor Clas s 14 (leather armor)
H it Points 67 (9d8 + 27)
Speed 30 ft.

STR
15 (+2)

DEX
16 (+3)

CON
16 (+3)

Saving Throws Dex +S, Con +S
Skills Intimidation +S, Stealth +S
Damage Immunities poison
Co ndition Immunit ies poisoned

INT
9 (- 1)

WIS
9 (-1)

Senses darkvision 60 ft., passive Perception 9

CHA
16 (+3)

Languages understands the languages it knew in life but can't
speak
Challenge 4 (l,100 XP)

Bottom Treader. The drowned assassin cannot swim, and it
sinks to the bottom of any body of water. It takes no penalties
to its movement or attacks underwater. It is immune to the ef·
fects of being underwater at a depth greater than 100 feet.

· Bound Together. The drowned assassin shares its m ind with
every other drowned one within 1 mile of it, and can commu-
nicate its thoughts and observations to them instantaneously
and without limitation.
Undead Fortitude. If damage reduces the drowned assassin to
0 hit points, it must make a Constitution saving throw with a
DC of S +the damage taken, unless the damage is radiant o r
from a critical h it. On a success, the drowned assassin drops to
l hit point instead.


ACTION S
Multiattack. The drowned assassin makes two hand crossbow
attacks or two dagger attacks. It can then take the Dash, Disen·
gage, or Hide act ion.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 6 (ld6 + 3) piercing damage p lus 3 (ld6)
poison damage, and the target must succeed on a DC 12
Constit ut ion saving throw or contract b luerot (see t he " Blu·
erot" sidebar).
Dagger. Me/ee Weapon Attack: +5 to hit, reach S ft., one target.
Hit: 5 (ld4 + 3) piercing damage plus 9 (2d8) poison damage,
and the target must succeed on a DC 12 Constitution saving
throw or contract b luerot (see the "Bluerot" sidebar).

Reveal (1/Day). The drowned assassin removes its mask, re·
vealing its rott ing face. Each c reature of the assassin's choice
within 30 feet of it that can see the assassin must s ucceed on
a DC 13 Wisd o m saving throw or be frightened until the e nd of
its next turn.

\PP! NlJIX C \IO:\SHR" \Nil "11'( S

DRowNeo
A~SASSIN

DROWNED ASSASSIN
The drowned assassin stalks and kills in a grim panto·
mime of its former occupation. Sneaking from shadow
to shadow, and appearing in the undead assault of
Tammeraut's Fate, it aims its barnacle-encrusted hand
crossbow with deadly precision. Hidden behind a simple
driftwood mask, this creature's face causes terror in
mortal hearts when exposed.

BLUE ROT
This d isease target humanoids. While afflicted with blu-
erot, a victim g rows grotesque b lue boils on their face
and back. This d isease is carried by undead (including
the drowned ones in Tammeraut's Fate), and victims
most often acquire it t hrough wound s caused by infected
creatures.
The d isease's boils manifest in ld 4 hours, causing the
victim's Constitution and Charisma scores to decrease by
ld4 each, to a minimum o f 3. This is quickly followed by a
fever and tingling in the extremities. An infected creatu re
is vulnerable to radiant damage and gains t he ability to
b reathe underwater.
At the end of each long rest, an infected creature makes
a DC 12 Constitution saving th row. On a success, the
victim regains 1 point of Const itution and l point of Cha·
risma lost to the disease. If the infected creature regains
all the points lost to the disease, it is cured. Other effects
that ra ise the victim's ability scores do not cure t he dis-
ease. On a failed saving throw, the victim takes 18 (4d8)
necrotic damage as the boils burst and spread. A creature
reduced to 0 hit points by this damage cannot regain hit
points until the disease is cured, though it can be stabi·
lized as normal. z "
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