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Shigemori

Shigemori

Medium ,
Armor Class: 14
Hit Points: 24
Speed: 30 ft

STR

10 +0

DEX

16 +3

CON

14 +2

INT

12 +1

WIS

13 +1

CHA

15 +2

Saving Throws: Dex +5, Cha +4
Skills: Stealth +7, Deception +4, Perception +3, Insight +3, Sleight of Hand +5   Disguise kit, thieves’ tools
Senses: Passive Perception 13
Languages: Japanese
Proficiency Bonus: +2

Assassin’s Instincts. The hitman has advantage on attack rolls against a creature that hasn’t yet acted in combat.   Ghost Step. Once per short rest as a bonus action, the hitman can enter a state of hyper-focus for 1 round:

  • Gains advantage on Stealth checks
  • His movement does not provoke opportunity attacks
  • His first attack this turn deals an additional 1d6 damage
  •   This is the equivalent of a once-per-short-rest Rogue/Fighter burst feature.   Deadeye Focus. If the hitman spends his action aiming (no movement, no attacks), his next ranged attack before the end of his next turn gains advantage and +2 bonus to damage.

    Actions

    Silenced Pistol.

  • Ranged Weapon Attack: +5 to hit, range 60/150 ft., one target.
  • Hit: 1d8 + 3 piercing damage.
  • Quiet Shot: Creatures more than 30 ft. away have disadvantage on hearing-based checks to detect the shot.
  •   Sniper Rifle.
  • Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target.
  • Hit: 1d12 + 3 piercing damage.
  • Scoped Shot: If the hitman doesn’t move this turn and the target didn’t move more than 15 feet, he deals an extra +1d6 damage (once per turn).
  •   Combat Knife.
  • Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  • Hit: 1d4 + 3 piercing damage.
  • Silent Takedown: If the hitman attacks a surprised creature, he deals an additional 1d6 damage.

  • One of the 3 Dragons of Crane's Crown: The yakuza syndicate led by Kenji of the 20 Masks.

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