SWURPG
Shadow Killer

Shadow Killer

TR 4

Humanoid · Medium·Recommended levels: 6-12

AC
16(Dark wraps and preternatural reflexes)
HP
65(10d8+20)
Speed
35 ft
Initiative
+4

Abilities

STR
12
+1
DEX
18
+4
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
13
+1

Saves

  • DEX +7
  • WIS +6

Skills

  • Stealth +10
  • Acrobatics +7
  • Perception +6
  • Use the Force +6

Languages

  • Paecian
  • Galactic Basic

Equipment

Poisoned daggers (2)Poison dartsIchor-mist veil

Traits

Ichor-Mist Cloak

While in dim light or darkness, the Shadow Killer can take the Hide action as a Bonus Action. Once on each of her turns she can also become Invisible until she makes an attack or until the end of her next turn.

Sneak Strike

Once per turn, the Shadow Killer deals an extra 10 (3d6) damage to a target she has Advantage against, or to a target within 5 ft of one of her allies when she does not have Disadvantage.

Actions

Multiattack

The Shadow Killer makes two Poisoned Dagger attacks.

Poisoned DaggerMelee or Ranged Weapon Attack
To hit
+7
Range
5 ft or range 20/60
Target
one target
Hit
6 (1d4+4) kinetic plus 3 (1d6) chem-toxic
Poison DartRanged Weapon Attack
To hit
+7
Range
30 ft
Target
one target
Hit
2 (1d4) chem-toxic damage
Spirit Step (Recharge 4-6)

The Shadow Killer steps through the spirit-shadows and teleports up to 30 ft to an unoccupied space she can see in dim light or darkness.

Lore

The Shadow Killer is one of the three classic Nightsister specializations, alongside the Hunter and the Warrior. Cloaked in ichor-mist that lets her slip between the physical and spirit realms, she carries poisoned daggers and darts and is sent when a target must simply disappear. Mother Talzin's finest — among them Naa'leth and Karis — were dispatched as Shadow Killers against Count Dooku himself, made invisible by Talzin's potions to walk unseen into his fortress.

A Shadow Killer is a glass-cannon striker: deadly burst, fragile if cornered. She opens from invisibility, lands a Sneak Strike for huge front-loaded damage, then vanishes again before the party can retaliate. Left unchecked she will delete a squishy PC in a round or two; pinned down, she folds quickly. The whole encounter is a game of revealing her.

In Play

The Shadow Killer never starts a fight in the open. She opens invisible, targets the party's healer or caster, and burns Sneak Strike on the first hit. Then she uses Ichor-Mist Cloak and Spirit Step to relocate and re-hide every round — frustrate the party until they invest in area effects, passive Perception, or readied actions. Run her as a recurring assassin across a few sessions rather than a stand-up fight: she retreats at half HP and returns later, having learned the party's defenses.

Adventure Hooks

  1. The Unseen ContractSomeone the party is protecting keeps nearly dying to wounds no one sees coming. A Shadow Killer has the contract, and she will keep coming until the party either catches her or discovers — and resolves — why the coven wants their charge dead.
  2. Walk Into the FortressThe party needs into a heavily guarded compound, and a Shadow Killer is the only one who knows the unseen way in (she used it last week). She'll trade the route for a favor — usually a corpse, a relic, or a death the coven wants done.
  3. The Poisoner's TrailA string of impossible assassinations — locked rooms, no wounds but a faint green residue — leads the party to a Shadow Killer, and to the uncomfortable question of who in the local government hired a Nightsister to do their killing.