Noble House Assassin
A quiet house weapon aimed at political problems.
Threat File — Noble House Assassin
TR 5 · Renegade Imperials and Imperial AdversariesSaves: Agility +6
Proficiencies: Stealth +7, Guile +6, Awareness +4
Household Ghost. The assassin has Advantage on Stealth and Guile checks while in a domestic, social, or servant context.
Deniable Instrument. The assassin carries nothing traceable; identifying its patron requires investigation, not a body search.
Poisoner's Patience. The assassin's poisons can be keyed to delay onset by minutes or hours at GM discretion.
Needle Strike. Melee Attack: +6 to hit, reach 5 ft., one target. The attack has Advantage against unaware targets. Hit: 1d6 + 4 piercing damage, and the target makes a Toughness Save DC 13 or takes 2d6 toxic damage and has Disadvantage on attacks and saves until the end of its next turn.
Vanish into Staff. The assassin breaks line of sight and reattempts Stealth, even in a crowded room, becoming another face among the help.
Contingency Dose. Out of combat, the assassin poisons food, a wound dressing, or an object rather than a person; the toxin triggers later.
Morale: Aborts instantly when compromised; withdrawal and silence protect the patron better than any kill.
Tactics: Never run this enemy as a stand-up fight. It strikes once from an unexpected identity, then leaves; the encounter is the investigation before and the paranoia after. If cornered, it trades information about its patron for its life — some of it even true.
Loot / Evidence / Hooks: Unmarked toxin vials and a servant's livery from a house the party cannot immediately name.
Enemy Dossier
GM ReferenceA Noble House Assassin is a discreet instrument of dynastic policy — poison, precision, and plausible deniability wearing servant's livery. If the party sees one working, something has already gone wrong.
Use this enemy for targeted killings, political pressure on allies, and investigations where the murder weapon is a household.
Threat Profile: Low durability, lethal opening strike, strong stealth and poison, collapses in open combat, protected by patron deniability.
Household Ghost. Gains Advantage on Stealth and Guile checks while in a domestic, social, or servant context.
Deniable Instrument. Carries nothing traceable; identifying its patron requires investigation, not a body search.
Poisoner's Patience. Its poisons can be keyed to delay onset by minutes or hours at GM discretion.
Needle Strike. Melee or close-range attack with Advantage against unaware targets; hit forces a Toughness Save against a debilitating toxin.
Vanish into Staff. Breaks line of sight and reattempts Stealth even in a crowded room, becoming another face among the help.
Contingency Dose. Poisons food, a wound dressing, or an object rather than a person; triggers later.
Morale: Aborts instantly when compromised; withdrawal and silence protect the patron better than any kill.
Tactics: Never run this enemy as a stand-up fight. It strikes once from an unexpected identity, then leaves; the encounter is the investigation before and the paranoia after. If cornered, it trades information about its patron for its life — some of it even true.
Full Stat Block Priority: Medium