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TARKANAN ASSAS S I N : ALTERNATIVE SPELLS
The power granted by an aberrant dragon mark is unpre
dictable. When running a T a rkanan assassin, you can
ro l on the Aberrant Dragonmark I n nate Spells table to
l
determine the spells gained from that P C's aberrant
N
mark, replacing the spells in the stat block's I n nate Spell
casting trait.
A B E R R A N T DRAGO N M A R K I N N A TE 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 o f sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
T A RKANAN ASSASSIN
Medium humanoid (any race), any non-good alignment
Armor Class 5 (studded leather)
1
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA W A RFORGED SOLDIER
1 2 (+l) 16 (+3) 14 (+2) 10 (+O) 14 (+2) 11 (+O)
Medium humanoid (warforged), any alignment
Skills Athletics +3, Deception +2, Perception +4, Sleight of Armor Class 6 (natural armor, shield)
1
Hand +5, Stealth +5 Hit Points 30 (4d8 + 2 )
1
Senses darkvision 60 ft., passive Perception 4
1
Languages Co m m on, thieves' cant Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
1 6 (+3) 12 (+l ) 1 6 (+3) 10 (+O) 14 (+2) 11 (+O)
Innate Spellcasting. The assassin's spellcasting ability is Con
h
stitution (+4 to hit with spell attacks). It can innately cast the Skills At l etics +5, Perception +4, Survival +4
following spells, requiring no material components: Damage Resistances poison
Senses passive Perception 1 4
At will :.fire bolt (see "Actions" below) Languages Common
l/day: chromatic orb (see "Actions" below) Challenge 1 (200 XP)
Unstable Mark. When the assass n casts an innate spell, each
i
creature within 10 feet of the assassin must make a DC 12 Con Warf orged Resilience. The warforged has advantage on saving
stitution saving throw, taking 4 (l d8) force damage on a failed throws against being poisoned and is m i mune to disease.
save, or half as much damage on a successful one.
Magic can't put it to sleep.
ACTI O N S ACTIO N S
Multiattack. The assassin makes two shortsword attacks.
Multiattack. The warforged makes two armblade attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar
target. Hit: 6 (ld6 + 3) piercing damage plus 7 (2d6) poi get. Hit: 6 (ld6 + 3) slashing damage.
son damage.
javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
1
Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 2 0 ft , . range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
o n e target. Hit: 1 (2dl 0) fire damage. A flammable object hit
1
by this spell ignites if it isn't being worn or carried. R E AC I O N S
T
a
Chromatic Orb (1/Day). Ranged Spell Attack: +4 to hit, range 90 Protection. When an attacker the warforged can see makes n
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ft., one creature. Hit: 18 (4d8) damage of a type chosen by the attack ro l against a creature within 5 feet of the warforged, the
assassin: acid, cold, r e, lightni n g, poison, or thunder. warforged can impose disadvantage on the attack roll.
fi
C H APTER 6 I FRIENDS AND FOES
320

