Eversor

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Eversor

Medium, Chaotic Evil


  • Armor Class 20 (Integrated Plating)
  • Hit Points 130 (14d8+70)
  • Speed 40ft

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 5 (-3) 16 (+3) 6 (-2)

  • Saving Throws Con +10, Dex +10, Wis +8
  • Skills Perception +13, Stealth +10, Acrobatics +10, Intimidation +8
  • Damage Resistances Psychic, Poison
  • Condition Immunities Poisoned, Frightened, Charmed, Exhaustion
  • Senses Passive Perception 23, Blindsight 30ft, darkvision 60ft
  • Languages Understands Common, but can barely speak.
  • Challenge 15

Assassinate. During its first turn, the eversor has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the eversor scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Instument of Terror. Thanks to its brutality, whenever the Eversor scores a critical hit it may force all creatures who see the attack to make a DC 16 Wisdom saving throw or become frightened.

Chemical concoctions. As a bonus action the eversor can inject itself with a dangerous mixture of chemicals enhancing themselves even further.

  • Ravenous speed: The eversor takes the dash, dodge, hide or disengage action.
  • Augmented perception: The eversor becomes hyper sensitive to all stimuli granting itself an advantage on all perception checks.
  • Berserker Whirlwind: The eversor Becomes even more of a feral beast granting itself the benefits of a haste spell. This cocktail is extremely dangerous however. At the end of this effect the eversor must make a DC 20 Constitution saving throw or become unstable. Unstable Eversor is Incapacitated and if it fails a second saving throw at the begging of its next turn it will violently explode at the end of its turn. (Look bellow on page 2)

Actions

Multiattack. The Eversor makes three attacks of it's choice.

Mass reactive shell Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit:20 (3d10+5) Fire Damage. A creature hit by this shell must succeed on a DC 16 Dexterity saving throw or be lit on fire for up to a minute or until a creature uses its action to put down the flames on itself or another creature. A creature covered in the flames takes 3d4 fire damage at the start of each of its turns.

Hyper toxin dart. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit:35 (6d10+5) Poison Damage or half as much on a successful DC 16 Constitution saving throw. On failure the creature hit is poisoned for the next minute. A creature can repeat the saving throw at the begging of it's turn.

Neuro gauntlet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (7d10) Poison Damage on a failed save, or half as much damage on a successful one. The Eversor may also attempt a grapple as a part of this attack.

Imperial sword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) magical slashing damage. This attack ignores any non magical armor and cover a target might have. Creatures within 30ft., who see an Eversor reducing another creature to 0hp with this attack must make a DC 16 Wisdom saving throw or become frightened.

Reactions

As a reaction to being missed by an Attack the Eversor can use any of the following:

  • Axe kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Bludgeoning Damage. On hit the target must make a DC 16 Strength saving throw or drop one item it is holding. The item falls on the ground within 5ft of the target

  • Leg Sweep. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Bludgeoning Damage. On hit the target must make a DC 16 Dexterity Saving throw or be knocked prone.

  • Missile snatcher As a reaction to being missed by a ranged attack, be it magical or not, the Eversor can redirect the shot into another target within 60ft., making a new attack roll against the enemy +10 to hit.

Melta Bombs. An Eversor might be carrying on its person a number of chemical explosives that can be planted on many surfaces. These bombs may explode after a certain time, when creatures come into the proximity or be set off as an action. Any creature caught in a 20-foot-radius sphere centered on the bomb must make a DC 16 Dexterity saving throw taking 5d8 Fire Damage or half as much on a success. All structures, vehicles and constructs take double damage from these explosives.

Self Destruction. When the Eversor drops to 0hp the chemical equilibrium is shattered. Violent reactions begin setting the body of the Eversor on fire. On the begging of its next turn it explodes dealing 45 (13d6) fire damage to all creatures and objects within 30 foot sphere that fail the DC 18 Dexterity saving throw or half as much if they succeed.

If the Eversor had any unused Melta Bombs they explode as well.

1

An Eversor Assassin has undergone a varied regimen of cybernetic and genetic augmentations to transform them into the ultimate killers. Additionally, the Eversor Temple has long made use of a special cocktail of combat enhancement drugs that are designed to instill a psychotic rage in its Assassins and to further enhance their physical capabilities to the point that it strains even their enhanced physiologies.

As a result, one of the first genetic enhancements made to an Eversor Assassin is to strengthen their immune systems beyond the human norm so that they can survive the sheer toxicity of the combat drugs they are constantly infused with.

Unfortunately, these drugs are also usually highly addictive and if the infusions are stopped, the Eversor Assassin will likely die from the agonising withdrawal symptoms. Additionally, the drugs will also dramatically shorten the Assassin's lifespan if he was allowed to remain conscious continually.

To deal with these difficulties, all Eversor Assassins are kept in cryo-suspension at all times between missions, and are only revived once they are needed for their next assignment. Eversor Assassins are kept in cryo-stasis aboard very special, and very secret starships and space stations that are placed all across the Imperium in highly-secure locations and kept on constant alert.

Credits to the artists!

https://wh40kart.im/i45632

https://www.deviantart.com/artofrussell/art/Eversor-Assassin-Concept-442496275

 

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