Eberron - Rising from the Last War

(Joyce) #1

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TA RKANAN ASSASSIN: ALTERNATIVE SPELLS
The power granted by an aberrant dragon mark is unpre­
dictable. When running a Tarkanan assassin, you can
roll on the Aberrant Dragonmark Innate Spells table to
determine the spells gained from that NPC's aberrant
mark, replacing the spells in the stat block's Innate Spell­
casting trait.

ABERRANT DRAGONMARK INNATE SPELLS
d6 At Will l /Day
1 Fire bolt (2dl0) Burning hands (3d6)
2 Shocking grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2dl 2) Ray of sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)

Tarkanan Assassin

Medium humanoid (a ny race), any non-good alignment

Armor Class 15 (studded leather)
Hit Points 45 (7d8 + 14 )
Speed 30 ft.

STR
12 (+l)

DEX
16 (+3)

CON
14 (+2)

INT
10 (+O)

WIS
14 (+2)

CHA
11 (+O)

Skills Athletics +3, Deception +2, Perception +4, Sleight of
Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, thieves' cant
Challenge 2 (450 XP)

Innate Spellcasting. The assassin's spellcasting ability is Con­
stitution (+4 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will:.fire bolt (see "Actions" below)
l/day: chromatic orb (see "Actions" below)
Unstable Mark. When the assassin casts an innate spell, each
creature within 10 feet of the assassin must make a DC 12 Con­
stitution saving throw, taking 4 (ld8) force damage on a failed
save, or half as much damage on a successful one.

ACTIONS
Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 3) piercing damage plus 7 (2d6) poi­
son damage.

Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 120 ft.,
one target. Hit: 11 (2dl0) fire damage. A flammable object hit
by this spell ignites if it isn't being worn or carried.
Chromatic Orb (1/Day). Ranged Spell Attack: +4 to hit, range 90
ft., one creature. Hit: 18 (4d8) damage of a type chosen by the
assassin: acid, cold, fire, lightning, poison, or thunder.

CHAPTER 6 I FRIENDS AND FOES

Warforged Soldier

Medium humanoid (warforged), any alignment

Armor Class 16 (natural armor, shield)
Hit Points 30 (4d8 + 12 )
Speed 30 ft.

STR
16 (+3)

DEX
12 (+l)

CON
16 (+3)

INT
10 (+O)

WIS
14 (+2)

Skills Athletics +5, Perception +4, Survival +4
Damage Resistances poison
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP)

CHA
11 (+O)

Warforged Resilience. The warforged has advantage on saving
throws against being poisoned and is immune to disease.
Magic can't put it to sleep.

ACTIONS
Multiattack. The warforged makes two armblade attacks.
Armblade. Melee We apon Attack: +5 to hit, reach 5 ft., one tar­
get. Hit: 6 (ld6 + 3) slashing damage.
javelin. Melee or Ranged We apon Attack: +5 to hit, reach 5 ft. or
range 30 /12 0 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.

REACTIONS
Protection. When an attacker the warforged can see makes an
attack roll against a creature within 5 feet of the warforged, the
warforged can impose disadvantage on the attack roll.
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