Nairu

Level 8
Creature· elfUniqueMediumLegacy
AC
26
HP
130
Speed
30 ft.
Perception
+16
Fort
+12
Ref
+19
Will
+14
Languages common, elven
Senses low-light-vision
Skills stealth +19, acrobatics +17, thievery +15, medicine +14, athletics +13, deception +12, society +12, survival +12, diplomacy +10, intimidation +10
Recall Knowledge DC 34 (society)

Attacks

Melee Rapier +18 (deadly-d8, disarm, finesse, magical), Damage 1d6+8 piercing
Melee Composite Shortbow +20 (deadly-2d10, magical, propulsive, reload 0 ft.), Damage 2d6+4 piercing

Abilities

Swift Sneakinteraction

Nairu can move their full speed when Sneaking.

Deny Advantage

Nairu isn't Off-Guard to creatures of 8th level or lower that are Hidden, Undetected, flanking or using Surprise Attack.

Nimble Dodge

Trigger Nairu is targeted with a melee or ranged attack by an attacker they can see.


Effect Nairu gains a +2 circumstance bonus to AC against the triggering attack.

Poison Weapon

Requirements Nairu is wielding a piercing or slashing weapon and has a free hand.


Effect Nairu applied a poison to the weapon.

Quick Draw

Nairu Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attack

Nairu 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 Nairu.

Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.