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Red Mantis Assassin



Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Red Mantis AssassinCreature 11

Medium Human Humanoid 
Source Prey for Death pg. 38
Human assassin
Perception +21
Languages Common, Mwangi
Skills Achaekek Lore +18, Acrobatics +21, Athletics +21, Deception +20, Religion +17, Society +18, Stealth +21, Thievery +19
Str +4, Dex +4, Con +2, Int +1, Wis +2, Cha +3
Items +1 striking wounding sawtooth saber (×2), potion of flying, shurikens (×5 with blightburn resin), +1 leather armor, mask of the mantis, mask of the mantis
AC 31; Fort +19, Ref +21, Will +19
HP 193
Speed 30 feet
Melee [one-action] sawtooth saber +22 [+18/+14] (agile, finesse, twin), Damage 2d6+7 slashing plus 1d6 persistent bleedRanged [one-action] shuriken +21 [+17/+13] (agile, monk, range 20 feet, thrown), Damage 1d4+7 piercing plus blightburn resinDivine Prepared Spells DC 27; 4th translocate; 3rd paralyze; 2nd mist; 1st sure strike; Cantrips (4th) figment, sigil
Prayer Attack [one-action] (concentrate) Requirements The Red Mantis assassin wields a sawtooth saber in each hand; Effect The Red Mantis assassin attempts to Feint an enemy within 30 feet. If the Feint is successful, the assassin's next successful strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the assassin, additional Prayer Attacks against that target automatically cause them to become off-guard against the assassin's attacks until the end of their turn.Sneak Attack The Red Mantis assassin deals an extra 2d6 precision damage to off-guard creatures.Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to the Red Mantis assassin.