Monster
Tarkanan Assassin
Outside your table’s allowed sources
Official reference · ERLW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (studded leather)
- Hit points
- 45 (7d8 + 14)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Lawful NX Chaotic NY Evil
- Strength
- 12
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 14
- Charisma
- 11
- Passive Perception
- 14
- Skills
- athletics: +3; deception: +2; perception: +4; sleight of hand: +5; stealth: +5
- Senses
- darkvision 60 ft.
- Languages
- Common, Thieves' cant
Traits
Unstable Mark
When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) 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 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) 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.
Innate Spellcasting
The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fire bolt
1/day: chromatic orb