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Dark Wess, Nachaman

Dark Wess, Nachaman

Medium construct,
Armor Class: 19
Hit Points: 168
Speed: 40 40 , climb: 40 40

STR

14 +2

DEX

20 +5

CON

16 +3

INT

16 +3

WIS

13 +1

CHA

13 +1

Saving Throws: +5 Strength Saves * +9 Dexterity Saves * +2 Constitution Saves +2 Wisdom Saves
Damage Vulnerabilities: Radiant
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages: Common, Goblin, Dwarven, Sylvan, Elven
Proficiency Bonus: +6

Evasion.
If Dark Wes is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Limited Magic Immunity.
Dark Wes can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
  Cunnning Action.
Dark Wes can take the Dash, Disengage or Hide action as a bonus action on each of its turns.

Actions

Ricochet Arrow -
Roll three attack rolls, only one of which has to hit. +9 to hit / 1d8+6 piercing damage If all three rolls hit triple the damage!
  Fire Arrow -
+9 to hit / 1d8+6 piercing damage and 2d10 fire damage.
  Cold arrow -
+9 to hit / 1d8+6 piercing damage and 2d10 cold damage. Constitution saving throw DC 16 or take a point of exhaustion
  Boxing glove arrow
- A spectral boxing glove encompasses the head of the arrow with a purple glow. +9 to hit / 1d8+6 bludgeoning damage. Str Saving throw DC 16 or be moved back 10' and knocked prone.
  Bladed Staff
- If Dark Wes is cornered and forced into a melee confrontation he produces a wide handle of metal. Two blades form on either side made out of a spectral energy. 2X attacks , range 10 ft' - +11 to hit/2d8+6 slashing damage.

Usual Tactics

Coins & Gems: 537 gold pieces (gp 48 silver pieces (sp 15 copper pieces (cp 3 gems (worth 100 gp each)

Children

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