Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Tarkanan Assassin)
Actions/Abilities/Traits: D&D 5e (Tarkanan Assassin)
Attributes
Strength: 12
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdon: 14
Charisma: 11
Skills
athletics: +3
deception: +2
perception: +4
sleight of hand: +5
stealth: +5
Offense
Shortsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Offense
Fire Bolt (Cantrip)
Circumstance: Ranged
4 to hit, range 120 ft., one target. (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Offense
Chromatic Orb (1/Day)
Circumstance: Ranged
4 to hit, range 90 ft., one creature. (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.
Action
Multiattack
The assassin makes two shortsword attacks.
Innate Spellcasting
Frequency:
At Will
Attribute: con
The assassin's spellcasting ability is Constitution (4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
fire bolt
Innate Spellcasting
Frequency:
Daily
Attribute: con
The assassin's spellcasting ability is Constitution (4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
chromatic orb
Trait
Unstable Mark
When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.
Trait
Passive Perception
14
Items
shortsword
Senses
darkvision 60 ft.
Languages
Common
Thieves' cant
Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmarkâa twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.
Aberrant Dragonmark Innate Spells
The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait.
5e Tools
Actions/Abilities/Traits: D&D 5e (Tarkanan Assassin)
Actions/Abilities/Traits: D&D 5e (Tarkanan Marauder)
Actions/Abilities/Traits: D&D 5e (Tarkanan Marauder)
Attributes
Strength: 15
Dexterity: 17
Constitution: 20
Intelligence: 16
Wisdon: 15
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +9
Wisdom: +6
Skills
deception: +5
perception: +6
stealth: +7
Offense
Aberrant Strike
Circumstance: Melee
7, reach 5 ft. (3d6 + 3) Piercing damage, plus 21 (6d6) Force damage if the marauder had Advantage on the attack roll.
Action
Multiattack
The marauder makes three Aberrant Strike attacks.
Bonus Action
Tear Through Space
The marauder teleports to a space it can see within 30 feet, appearing in a dazzling flash. con 17, each creature in a 5-foot Emanation [Area of Effect]|Emanation originating from the marauder when it appears. The target has the Blinded condition until the end of the marauder's next turn.
Spellcasting
Frequency:
At Will
Attribute: con
The marauder casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save 17):
Message
Spellcasting
Frequency:
Daily
Attribute: con
The marauder casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save 17):
Disintegrate
Trait
Evasion
If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the marauder instead takes no damage if it succeeds on the save and only half as much damage if it fails. It can't use this trait if it has the Incapacitated condition.
Trait
Passive Perception
16
Items
breastplate
shortsword
Languages
Common
Thieves' cant
This powerful assassin relies on teleportation to catch targets unaware and deal out rapid death.
5e Tools
Actions/Abilities/Traits: D&D 5e (Tarkanan Marauder)
Actions/Abilities/Traits: D&D 5e (Tarkanan Ruffian)
Actions/Abilities/Traits: D&D 5e (Tarkanan Ruffian)
Attributes
Strength: 14
Dexterity: 13
Constitution: 15
Intelligence: 11
Wisdon: 10
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +4
Skills
intimidation: +3
perception: +2
Offense
Spear
Circumstance: Melee, Ranged
4, reach 5 ft. or range 20/60 ft. (1d8 + 2) Piercing damage.
Spellcasting
Frequency:
At Will
Attribute: con
The ruffian casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save 12, 4 to hit with spell attacks):
Thaumaturgy
Spellcasting
Frequency:
Daily
Attribute: con
The ruffian casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save 12, 4 to hit with spell attacks):
Witch Bolt
Trait
Aberrant Surge
When the ruffian casts Witch Bolt, roll 1d8. On an even number, the ruffian gains a number of Temporary Hit Points equal to the number rolled. On an odd number, one creature of the ruffian's choice within 30 feet of it takes Force damage equal to the number rolled; if no other creatures are in range, it takes the damage.
Trait
Passive Perception
12
Items
spear
studded leather armor
Languages
Common
Thieves' cant
This rank-and-file gang member, recruited off the streets of Sharn, uses sinister lightning powers to supplement ordinary weaponry.
5e Tools
Actions/Abilities/Traits: D&D 5e (Tarkanan Ruffian)