NPC Closeup 07/20/2002

Mezriss, Assassin

Mezriss Rog 5/Asn 7 (CR 12)

Mezriss: Male half-elf Rog5/Asn7; CR 12; Medium-size humanoid; HD 5d6 plus 7d6; hp 45; Init +5; Spd 30 ft.; AC 20, touch 16, flat-footed 20; Atk +14/+9 melee (2d4+1, +1 spiked chain), or +8/+3 melee (1d4/19-20, dagger), or +14 ranged (1d4/19-20, masterwork hand crossbow); SA death attack, sneak attack +7d6; SQ +3 save against poison, evasion, half-elf traits, poison use, traps, uncanny dodge (Dex bonus to AC, can't be flanked, +1 against traps); AL NE; SV Fort +4, Ref +15, Will +6; Str 10, Dex 20, Con 10, Int 16, Wis 15, Cha 12. Height 5 ft. 3 in.

Skills and Feats: Appraise +4, Bluff +13, Climb +6, Decipher Script +7, Diplomacy +11, Disable Device +8, Disguise +14, Escape Artist +11, Gather Information +15, Hide +12, Innuendo +7, Intimidate +6, Jump +2, Listen +13, Move Silently +17, Open Lock +14, Pick Pocket +8, Search +6, Sense Motive +9, Spot +9, Tumble +8, Use Magic Device +6, Use Rope +6; Alertness, Dodge, Exotic Weapon Proficiency (spiked chain), Mobility, Weapon Finesse (spiked chain).

Death Attack: If Mezriss studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Mezriss's choice). A victim who fails his or her Fortitude saving throw (DC 14) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Mezriss takes no damage with a successful saving throw.

Half-Elf Traits: Mezriss is immune to magic sleep spells and effects, and he has a +2 racial bonus on saves against enchantment spells or effects. He has low-light vision (can see twice as far as a human in low-light conditions). Mezriss also has a +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Poison Use: Mezriss is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

Possessions:+1 spiked chain, masterwork hand crossbow, 10 bolts, studded leather armor +1, 4 daggers (belt, 2 in boots, sleeve), potion of cure light wounds (2), potion of hiding (1), potion of sneaking (1), potion of spider climb (2), potion of cure serious wounds (2), potion of invisibility (1), potion of neutralize poison (3), potion of haste (1), ring of protection +1, winged boots, cloak of resistance +1, masterwork thieves' tools, 50-ft. silk rope, grappling hook, bag of holding (bag 1), 90 gp.

Assassin Spells Prepared (3/2/2; save DC 13 + spell level): 1st -- change self, obscuring mist, spider climb; 2nd -- invisibility, undetectable alignment; 3rd -- nondetection (2).

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