THE SHARED REFERENCE Adventurer

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.

Fire Bolt (Cantrip)

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

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