D&D 5E
Pathfinder

Rajik Assassin

Large Creature, evil

Armor Class 19 (heavy armor)
Hit Points 204 (18d12 + 88)
Speed 40ft

  • STR
    21 (+5)
  • DEX
    19 (+4)
  • CON
    19 (+4)
  • INT
    15 (+2)
  • WIS
    12 (+1)
  • CHA
    13 (+1)

Damage Immunities poison
Condition Immunities charmed, grappled, poisoned
Senses blindsight 50ft., darkvision 105ft., passive perception 20
Languages basic, draconic
Challenge 14 (12,000 XP)

Legendary Resistance (2/Day). If the rajik fails a saving throw, it can choose to succeed instead.
Condition Immunities charmed, grappled, poisoned
Senses blindsight 50ft., darkvision 105ft., passive perception 20
Languages basic, draconic
Challenge 15 (12,000 XP)

Actions

Multiattack. The rajik can use its Frightful Presence. It then makes three attacks: one with its bite and two with its greatsword.
Greatsword.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
Bite.
 Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage
Wrist Crossbow. Ranged Weapon Attack: +10 to hit, reach 70 ft., one target. Hit: 9 (1d8 +4) Rajik may select to fire up to 2 bolts laced with Purple Worm Poison. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the rajik’s choice that is within 120 feet of the rajik and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the rajik’s Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6) The rajik exhales dire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Fire Whirlwind (Recharge 5-6) The rajik spins its head rapidly in all directions exhaling fire in a 15-foot radius. Each creature in range must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The rajik can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
Fire Whirlwind (Recharge 5-6) The rajik spins its head rapidly in all directions exhaling fire in a 15-foot radius. Each creature in range must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.