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Zhentarim Assassin Level 4 Lurker Medium natural humanoid XP 175 Initiative +10 Senses Perception +5; low-light vision

HP 56; Bloodied 28 AC 17; Fortitude 14, Reflex 16, Will 14 Speed 7 mPoisoned Short Sword (standard; at-will) Poison, Weapon +9 vs. AC; 1d6 + 5 damage, and the Zhentarim Assassin makes a secondary attack against the same target. Secondary Attack: +7 vs. Fortitude; ongoing 5 poison damage (save ends). rPrecision Dart (standard; at-will) Martial, Weapon Range 5/10; +7 vs. Reflex; 1d6+5 damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison's effect. Effect: If the ammunition has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses. Greenblood Oil Assassin Poison- Power (Consumable Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next enemy you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). Assassin's Strike (No Action (Personal); encounter) Martial Trigger: You hit a creature within 5 squares of you with an attack using a weapon. Effect: The target takes 2d8 extra damage from the triggering attack. If the target is helpless, this damage is maximized. Vanish (immediate reaction (personal); encounter) Shadow, Teleportation Trigger: You are hit by an attack. Effect: You become invisible until the start of your next turn, and you teleport up to your speed. Walk Through Shadow (move action (personal); encounter) Shadow, Teleportation Effect: You teleport up to 5 squares. You do not need line of sight to the destination space. If you try to teleport into a space that you cannot occupy, the teleportation is negated. Death Attack- When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt. Nimble Drop- When you take falling damage, you can take a free action to reduce the damage by 6 +your level. If this reduces the damage to 0, you don't fall prone. Combat Advantage Zhentarim Assassins deal an extra 1d6+2 damage on melee attacks against any target it has combat advantage against. Str 13 (+3) Dex 20 (+7) Wis 14 (+4) Alignment Lawful Evil Languages Common Con 16 (+5) Int 13 (+3) Cha 16 (+5) Skills Acrobatics +12, Athletics +11, Bluff +13, Stealth +15 Equipment leather armor, poisoned short sword, poison dagger, poisoners kit, 25 gp (Zhentil Keep mint) Subtle Shortsword Plain and simple, this blade works best when you already have an edge on your foe. Level 8 +2 3,400 gp Enhancement: +2 to attack rolls and damage rolls Critical: +2d6 damage Property: Deal extra damage equal to this weapons enhancement bonus when attacking with combat advantage. Zhentarim Foot Soldier Level 3 Soldier Medium natural humanoid XP 150 Initiative +4 Senses Perception +5 HP 50; Bloodied 25 AC 20; Fortitude 18, Reflex 15, Will 14 Speed 5 mGlaive (standard; at-will) Weapon Reach 2; +9 vs. AC; 2d4 + 4 damage, and the target is marked until the end of the soldiers next turn. mLinebreaker(standard; recharge 5, 6 ) Weapon Requires glaive; Close blast 3; +9 vs. AC; 2d4 + 7 damage, and the target is pushed 1 square and must save or be knocked prone. rShortbow (standard; at-will) Weapon Two attacks; Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. aRain of Nails (standard; recharge 5, 6 ) Weapon Requires shortbow; Area burst 1 within 15; +7 vs. Reflex; 1d8 damage and the target is Immobilized until the end of the soldiers next turn. Death Squad If a foot soldier is within 5 squares of another Zhent ally, it gains a +2 power bonus to damage. Str 18 (+7) Dex 14 (+3) Wis 11 (+1) Alignment Evil Languages Common Equipment scalemail, glaive, shortbow with 20 arrows, Con 15 (+3) Int 10 (+1) Cha 12 (+2) Skills Athletics +12, Streetwise +8 winter uniform (5gp Zhentil Keep mint) Zhentarim Grenadier Level 3 Artillery Medium natural humanoid XP 150 Initiative +6 Senses Perception +7 HP 38; Bloodied 19 AC 16; Fortitude 15, Reflex 18, Will 15 Speed 7 mSpiked Mace (standard; at-will) Weapon +10 vs. AC; 1d8+1 damage and the target takes 3 ongoing damage (save ends). aSpikeshell Grenade (standard; at-will) Weapon Area burst 1 within 10; +10 vs. Reflex; 1d10+1 damage. aKnockdown Jar (standard; at-will) Weapon Area burst 1 within 10; +10 vs. Reflex; Target is knocked prone. aTanglefoot Bag(standard; at-will) Weapon, Zone Area burst 1 within 10; +10 vs. Reflex; Target is Immobilized until the end of the grenadiers next turn and the area of effect becomes difficult terrain until the end of the encounter. aFlashstone (standard; at-will) Weapon Area burst 1 within 10; +10 vs. Reflex; Target is Blinded until the end of the grenadiers next turn. aQuick Lob (standard; at-will) Weapon Make two grenade attacks at a -1 to the attack rolls. Grenadier Dash (standard; recharge 5, 6) The grenadier shifts 14 squares can make 2 grenade attacks at any point during the move. Str 13 (+2) Dex 18 (+5) Wis 16 (+4) Alignment Any Languages Common, Elven Con 14 (+3) Int 12 (+2) Cha 11 (+1) Skills Athletics +7, Stealth +10 Equipment leather armor, mace, grenade belt (holds 15), spikeshell grenades (5), Knockdown Jars (3), Tanglefoot Bags (3), Flashstones (4) Spikeshell This rough, sticker-covered carapace ignites upon impact, blasting a small area with shrapnel. Level 5 50 gp Alchemical Item Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; on a hit, the target takes 1d10+1 damage. Knockdown Jar This sealed ceramic jar, when broken, knocks all around it to the ground. Level 5 50 gp Alchemical Item Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target is knocked prone. Tanglefoot Bag This small leather bag or satchel contains a sticky gel that can immobilize foes. Level 5 50 gp Alchemical Item Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn. Flashstone Covered with a layer of brittle clay, this crystal flashes with a bright white light when exposed to the open air. Level 5 50 gp Alchemical Item Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; on a hit, the target is Blinded until the end of your next turn.

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