Drowned Assassin

Ghosts of Saltmarsh p. 234,

Size
Medium
Type
undead
Alignment
chaotic evil
AC
14 (leather armor)
Hit Points
67 (9d8+27)
Speed
walk 30 ft.
Saving Throws
Dex +5, Con +5
Skills
Intimidation +5, Stealth +5
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft.
Passive Perception
9
Languages
understands the languages it knew in life but can't speak
Challenge
4
Lineage
Drowned, Assassin
STR
15
+2
DEX
16
+3
CON
16
+3
INT
9
−1
WIS
9
−1
CHA
16
+3

Traits

Bottom Treader

The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.

Bound Together

The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Undead Fortitude

If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead.

Actions

Multiattack

The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action.

Hand Crossbow

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes).

Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes).

Reveal (1/Day)

The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin's choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.

recharge

1/DAY

Other data

description

The drowned assassin stalks and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut's Fate, it aims its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature's face causes terror in mortal hearts when exposed.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.