Assassin
Knoll Shooter, Medium Biological Carapacian (Tier 3, CR 2)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 3 | Hit Points | 126 HP |
| Initiative | +13 | Speed | 40 ft. |
| Damage (base) | 21 | Damage (mod) | +9 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +10 | +9 | +7 | +11 | +11 | +11 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 17 | Aegis | 0 | Fort | 17 |
| Ref | 19 | Will | 18 | DC | 20 |
Anatomy
Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 23 HP. If destroyed, target has DoT (23, until healed with psionics) Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round). Vitals (Secret: DC) (+2): Can be grappled, damaging or grappling this Dazes (1 round or while grappled) them. Inflicts Setback (2, duration of Daze) instead if the attack already Dazes. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round). Tool (rifle) (+2): Has 10 HP, required to use certain actions.
Traits
War Training (officer): Whenever this creature uses a unit with War Training (army) as cover, it has +4 to the cover bonuses, but any attacks that miss automatically hit that covering unit.
Actions
Anti Material Rifle: Major action - Ranged weapon attack, two arms, rifle, 300 ft. range, single-target, 39 damage, attack roll has advantage, Cooldown (2). Melee: Major action - Melee weapon attack, 5 ft. range, single-target, 21 damage. Bloodied Focus: Special - When the Assassin is at half HP or less, they ignore all maluses and disadvantage to attack rolls and skill checks. Quickening: Special - The Assassin has a second minor action per turn. This second minor is lost if they start the turn with any negative conditions.
Tactics
Set up far away from the field and snipe, setting up Smokebombs or throwing out Seismic Charges to stymie player advances in alternating turns.
Drops
435 EXP
Description
The assassin is a piece in Stealth Chess of Discworld lore, moving one square or two to capture but can move more when moving out of the slurks. These snipers carry rifles with incredibly long range, allowing them to be threats in a way conventional strifes cannot defuse when it’ll consist of five turns of Dashing and hoping they don’t die first.
