Scorpion Cult Assassin

Scorpion Cult Assassin

Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
11 (+0) 17 (+3) 14 (+2) 12 (+1) 15 (+2) 11 (+0)

Saving Throws Dex +5, Int +3
Skills Acrobatics +5, Insight +4, Intimidation +4, Stealth +7
Senses passive Perception 12
Languages Nurian, Trade Tongue
Challenge 1 (200 XP)

Cunning Action. The cult assassin can take a bonus action on each of his turns in combat. This action can only be used to take the Dash, Disengage, or Hide actions.

Sneak Attack (1/Turn). The cult assassin deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.


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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

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