Tarkanan Assassin

Eberron: Rising from the Last War p. 320

Size
Medium
Type
humanoid (any race)
Alignment
Any Non-Good Alignment
AC
15 (studded leather armor)
Hit Points
45 (7d8+14)
Speed
walk 30 ft.
Skills
Athletics +3, Deception +2, Perception +4, Sleight of Hand +5, Stealth +5
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Common, Thieves' cant
Challenge
2
Lineage
Assassin
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 DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting

The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: fire bolt
  • 1/day: chromatic orb

Actions

Multiattack

The assassin makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Fire Bolt (Cantrip)

Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Chromatic Orb (1/Day)

Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.

recharge

1/DAY

Spells

fire bolt, chromatic orb

Other data

description

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.

Tarkanan Assassin: Alternate 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.

Aberrant Dragonmark Innate Spells:

d6At Will1/Day
1Fire bolt (2d10)Burning hands (3d6)
2Shocking grasp (2d8)Chromatic orb (4d8)
3Poison spray (2d12)Ray of sickness (3d8)
4FriendsCharm person (two creatures)
5Minor illusionThunderwave (2d8)
6Dancing lightsSleep (7d8)