Jassim Character in Aerithia | World Anvil
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Jassim

Jassim war ein hochrangiges Mittglied des Perlsandsyndikats, Träger des legendären Schwertes Chi no tsuki und der Ehemann von Kassina. Er war ein ruchloser Kämpfer, der neben seinem Katana auch ein Scimitar, Tränke und verschiedene Granaten benutzte. Seine Brutalität brachte ihm den Spitznamen "der Blutmond" ein. Er wurde von Oriax in einem Syndikatsversteck nahe Kuluma niedergestreckt, nachdem er dessen gesamte Gruppe getötet hatte.

Jassim CR: 7

Medium humanoid (human), lawful evil
Armor Class: 15 (studded leather)
Hit Points: 100 (13d8 + 40)
Speed: 30 ft

STR

16 +3

DEX

16 +3

CON

16 +3

INT

11 +0

WIS

12 +1

CHA

14 +2

Saving Throws: Str +6, Dex +6
Skills: Athletics +6, Acrobatics +6, Intimidation +5, Perception +5, Stealth +6
Senses: passive Perception 15
Languages: Common, Giant
Challenge Rating: 7

Aggressive. As a bonus action, Jassim can move up to his speed toward a hostile creature that he can see.
Assassinate. During his first turn, Jassim has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Jassim scores against a surprised creature is a critical hit.
Evasion. If Jassim is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jassim instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Potion of Frost Giant Strength (2/day). When Jassim drops below 50 hit points he uses one of his two Potions of Frost Giant Strength as his free item interaction. When he drinks the potion, his Strength score changes to 23 for 1 hour.
Potion of the Berserker (2/day). When Jassim drops below 25 hit points he uses one of his two Potions of the Berserker as his free item interaction. For three rounds, if he hits with a meelee weapon attack, each hit counts as a critical hit.
Sneak Attack (1/Turn). Jassim deals an extra 11 (3d6) 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 Jassim that isn't incapacitated and Jassim doesn't have disadvantage on the attack roll.

Actions

Multiattack. Jassim makes two melee attacks: one with Chi no tsuki and one with his scimitar. Or Jassim throws two of his grenades.
Chi no tsuki. Meelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.
Chi no tsuki has 2 charges. Each time Jassim hits a creature other than an undead or a construct, he can spend one charge to activate the boodletter ability. Alternatively, he can activate the blloodletter ability without using a charge whenever he scores a critical hit using Chi no tsuki.
When bloodletter is activated the target must succeed on a Constitution saving throw or lose 1d10 hit points at the start of each of its turns due to a bleeding wound (DC 14).
Each time he hits a wounded target and use this ability, the damage dealt by the wound increases by 1d10. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check (DC 14). The wound also closes if the target receives magical healing.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Fire Grenade (3/day). Jassim throws the grenade at a point up to 60 feet away. Each creature within 10 feet of the exploding fire grenade must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. After the grenade explodes it covers the ground in a layer of fire that burns for 1 minute. A creature must make another saving throw if it moves into the lingering fire for the first time on a turn or ends its turn there.
Smoke Grenade (3/day). Jassim throws the grenade at a point up to 60 feet away. The smoke grenade emits a cloud of smoke that creates a heavily obscured area in a 10-foot radius for 10 rounds. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Tangler Grenade (3/day). Jassim throws the grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 15 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

Reactions

Parry. Jassim adds 5 to his AC against one attack that would hit him. To do so, Jassim must see the attacker and be wielding a weapon. He can parry spell attacks using this reaction.

Alignment
Lawful Evil
Date of Death
20th of Enadur 1419 HG
Children
Aligned Organization

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