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Tarkanan Assassin

Tarkanan Assassin
Tarkanan Assassin
CR 2
Medium Humanoid (any race), Lawful Neutral Chaotic Neutral Evil
Reveal Stat Block
Armor Class
15 ({@item studded leather armor|phb|studded leather})
Hit Points
45 (7d8 + 14)
Speed
30 ft.
str
12
+1
dex
16
+3
con
14
+2
int
10
+0
wis
14
+2
cha
11
+0

Traits

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.

Actions

Multiattack.The assassin makes two shortsword attacks.
Shortsword.mw 5 to hit, reach 5 ft., one target. ({@damage 1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Fire Bolt (Cantrip).rs 4 to hit, range 120 ft., one target. ({@damage 2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Chromatic Orb (1/Day).rs 4 to hit, range 90 ft., one creature. ({@dice 4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.

Tarkanan Assassin

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 dragonmark—a 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.