Dark Wess, Nachaman
Dark Wess, Nachaman
STR
14 +2
DEX
20 +5
CON
16 +3
INT
16 +3
WIS
13 +1
CHA
13 +1
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)
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