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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
                                                                  l
          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
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