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Okiti Assassin                                        Weapons, Armor & Items
           Small humanoid (okiti), chaotic neutral               2 daggers, hand crossbow, quiver with 20 bolts, 2 smokebombs,
           Armor Class 15 (leather armor)                        leather armor, and roll a d12:
           Hit Points 17 (5d6)                                    d12   Item(s)
           Speed 30   .
             STR     DEX     CON      INT     WIS      CHA        1-6   1d4 days’ hard cheese rations
            6 (−2)  18 (+4)  10 (+0)  8 (−1)  9 (−1)  14 (+2)     7-9   A trinket (p. 133)
           Skills Acrobatics +6, Perception +1, Sleight of Hand +6,   10-11 A tattered leather coin purse containing 21 (6d6) cp,
           Stealth +6                                                   and 7 (2d6) sp
           Damage Resistances poison                               12   A vial of red death (p. 126)
           Senses darkvision 60   ., passive Perception 11
           Languages Common, Okiti
           Challenge 2 (450 XP)                                 Assassins are sneaky even for okiti, using their innate agility to get
                                                                into the best position to strike from afar.
           Assassin. If the okiti assassin hits with an attack against a
           surprised target, it counts as a critical hit.
           Keen Smell.    e okiti assassin has advantage on Wisdom
           (Perception) checks that rely on smell.
           Pack Tactics.    e okiti assassin has advantage on an attack roll
           against a creature if at least one of the okiti assassin’s allies is
           within 5 feet of the creature and the ally isn’t incapacitated.
           Sneak Attack. Once per turn, the okiti assassin deals an extra 10
           (3d6) damage when it hits a target with a weapon attack and has
           advantage on the attack roll.
           Actions
           Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5   . or
           range 20/60   ., one target. Hit: 6 (1d4 + 4) piercing damage.
           Hand Crossbow. Ranged Weapon Attack: +6 to hit, range
           30/120   ., one target. Hit: 7 (1d6 + 4) piercing damage and the
           target must make a DC 12 Constitution saving throw, taking 3
           (1d6) poison damage on a failed save, or half as much damage
           on a successful one.
           Smokebomb.    e okiti assassin can throw a smoke bomb as a
           bonus action to help it escape capture or avoid being attacked.
              e smoke bomb creates a 15-foot-radius sphere of thick gray
           smoke.    e smoke spreads around corners, and the area within
           the smoke is heavily obscured.    e smoke lasts for up to 1
           minute or until a wind of light or greater speed (at least 5 miles
           per hour) disperses it.

           Reactions
           Uncanny Dodge. When an attacker the okiti assassin can
           see hits it with an attack, it can use its reaction to halve the
           attack’s damage.



                                “Word to the wise; if you see the
                                “Word to the wise; if you see the
                                ratmen at their work, don’t try
                                ratmen at their work, don’t try
                                 to interfere. I’ve been coughing

                                 my guts up for two weeks, and I
                                 know folks who aren’t so lucky.”



                                  -Esran Talliger, merchant
                                  -Esran Talliger, merchant                                             Chapter 7: Okiti  129
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