JNAProductions
2017-08-08, 09:17 PM
If you're in Oakenleaf, don't look. If you aren't, please look.
Wyrmic Assassin
Medium Humanoid (Orc), Neutral Evil
Armor Class 15 (Studded Leather)
Fighting Spirit 33 (5d8+10)
Hit Points 13 (2d8+4)
Speed 30'
Strength
Dexterity
Intelligence
Wisdom
Charisma
15 (+2)
16 (+3)
14 (+2)
10 (0)
14 (+2)
Skills Stealth +5, Perception +2, Athletics +4
Senses Darkvision 60', Passive Perception 12
Languages Common, Orcish
Challenge 2
Actions
Breath Attack Recharges On A Short Rest: The Wyrmic Assassin breathes out a 20' cone of elemental energies. This deals 2d6 (7) cold, fire, lightning, or acid damage, depending on the Wyrmic's training, with a DC 12 Dexterity save for half damage.
Poisoned Dagger Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 1d4+3 (5) piercing damage and the target must make a DC 12 Strength save. On a failure, they take 2d6 (7) poison damage and are poisoned until the start of the Wyrmic Assassin's next turn. On a success, they take half damage and are not poisoned.
Whirlwind Of Death Recharges On A Short Rest: The Wyrmic Assassin makes a Poisoned Dagger attack against all adjacent enemies.
Bonus Actions
Cunning Action The Wyrmic Assassin takes the Disengage, Hide, or Dash action.
Survive The Mission Recharges On A Short Rest: The Wyrmic Assassin takes the Dodge action.
Defensive CR on HP: 1/4th
With AC 15: 1/2
And Cunning Action/Survive The Mission popping that up to 1
Offensive CR on damage: 1
With +5 attack bonus: 2
And Whirlwind Of Death popping that up to 3
1+3=4, 4/2=2
Final CR is 2, I think.
Wyrmic Assassin
Medium Humanoid (Orc), Neutral Evil
Armor Class 15 (Studded Leather)
Fighting Spirit 33 (5d8+10)
Hit Points 13 (2d8+4)
Speed 30'
Strength
Dexterity
Intelligence
Wisdom
Charisma
15 (+2)
16 (+3)
14 (+2)
10 (0)
14 (+2)
Skills Stealth +5, Perception +2, Athletics +4
Senses Darkvision 60', Passive Perception 12
Languages Common, Orcish
Challenge 2
Actions
Breath Attack Recharges On A Short Rest: The Wyrmic Assassin breathes out a 20' cone of elemental energies. This deals 2d6 (7) cold, fire, lightning, or acid damage, depending on the Wyrmic's training, with a DC 12 Dexterity save for half damage.
Poisoned Dagger Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 1d4+3 (5) piercing damage and the target must make a DC 12 Strength save. On a failure, they take 2d6 (7) poison damage and are poisoned until the start of the Wyrmic Assassin's next turn. On a success, they take half damage and are not poisoned.
Whirlwind Of Death Recharges On A Short Rest: The Wyrmic Assassin makes a Poisoned Dagger attack against all adjacent enemies.
Bonus Actions
Cunning Action The Wyrmic Assassin takes the Disengage, Hide, or Dash action.
Survive The Mission Recharges On A Short Rest: The Wyrmic Assassin takes the Dodge action.
Defensive CR on HP: 1/4th
With AC 15: 1/2
And Cunning Action/Survive The Mission popping that up to 1
Offensive CR on damage: 1
With +5 attack bonus: 2
And Whirlwind Of Death popping that up to 3
1+3=4, 4/2=2
Final CR is 2, I think.