Prosthetic Assassin

by Enraric

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Prosthetic Assassin

A sword for hire with an artificial arm, a prosthetic assassin is a veritable swiss army knife. Housed within the mechanisms of the assassin's mechanical arm are a number of tools they can use to give themselves the upper hand in combat. Once a prosthetic assassin has created an opening for themselves using their prosthetic tools, they will strike with deadly force — then slink back into the shadows to prepare for their next advance.


Credits:
  • Prosthetics Assasin by /u/Enraric
  • Screenshot from Sekiro by From Software

This document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Prosthetic Assassin

Medium humanoid (any race), any alignment


  • Armor Class 16 (studded leather)
  • Hit Points 97 (15d8 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 8 (-1)

  • Saving Throws Dex +7, Wis +5
  • Skills Acrobatics +7, Perception +5, Stealth +7
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 5 (1,800)

Posture Break (1/Turn): The assassin can deal an extra 14 (4d6) damage to one creature it hits with its katana if it has advantage on the attack roll.

Actions

Multiattack. The assassin uses its prosthetic arm and makes one katana attack.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 9 (2d4 + 4) slashing damage if used with two hands.

Prosthetic Arm. The assassin selects from one of the following options:

  • Firecrackers. The assassin spins in a circle, releasing firecrackers from its arm all around itself. Each creature within 10 feet of the assassin must succeed on a DC 15 Constitution saving throw or be blinded until the start of the assassin's next turn.
  • Flame Vent. The assassin shoots fire from its prosthetic arm in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
  • Loaded Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Shuriken. Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 6 (1d4 + 4) piercing damage.

Reactions

Loaded Umbrella. When it is targeted by a melee attack, the assassin can unfold a collapsible shield from its arm and add +3 to its AC against that attack. To do so, the assassin must be able to see the attacker.

 

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