Javascript Tree Menu
Sort By
Role Level Name
Grandfather of Assassins Level 21 Lurker
Medium Natural Humanoid (Human Daggermaster) XP 3,200
Initiative +0 Senses
HP 165; Bloodied 82
AC 36; Fortitude 33, Reflex 34, Will 33
Speed 6
m Piercing Strike (Standard; at-will)
+30 vs. Reflex; 2d6 + 8 damage.
m Deft Strike (Standard; at-will)
+30 vs. AC; 2d6 + 8 damage. Grandfather may move 2 squares before the attack.
m Deep Dagger Wound (Standard; daily)
+30 vs. AC; 8d6 + 8 damage and ongoing 10 damage (save ends). On a crititical hit, ongoing 20 damage (save ends). Miss: 2d6 + 8 damage and no ongoing.
Rogue Abilities
Grandfather gets +8 to AC against opportunity attacks, and gains combat advantage against enemies who have not acted in the current fight.
Sneak Attack
Grandfather adds 5d8 damage once per turn when hitting an opponent he has combat advantage against.
Epic Resurgence
Grandfather regains an encounter power the first time he scores a critical hit during an encounter.
Trickster's Luck
Grandfather may reroll three d20s per day.
Tornado Strike (Standard; encounter)
Melee or Ranged 5/10; +30 vs. AC; targets one or two creatures; 4d6 + 8 damage and the target slides 9 squares. Grandfather may move 3 squares after the attack.
Hounding Strike (Standard; encounter)
Melee or Ranged 5/10; +30 vs. Will; 6d6 + 8 damage and Grandfather gains combat advantage and +8 to defenses against the target until the end of his next turn.
Feinting Flurry (Standard; daily)
Melee or Ranged 5/10; +30 vs. Will; 10d6 + 8 damage and the target takes a -8 penalty to all defenses until the end of Grandfather's next turn. sustain Minor: the penalty lasts another round.
Shadow Stride (Move; at-will)
Move from cover to cover at full speed and remain hidden if a stelath check is successful.
Leaping Dodge (Immediate Interrupt; encounter)
When an enemy targets Grandfather with an attack, he may leap out of the way with an Athletics check to jump (with a +5 power bonus, for a total of +25).
Alignment Evil Languages Common, Dark Speech
Skills Stealth +28, Perception +17, Athletics +25
Str 20 (+15) Dex 26 (+18) Wis 15 (+12)
Con 20 (+15) Int 14 (+12) Cha 26 (+18)
Equipment Leather armor, Dagger
Download the Monster Maker File | Contact the author
The Grandfather of Assassins heads the Assassin's Guild from his mountain hideaway deep within the Keshmet mountains. It would take a truly extravagant contrct to enlist his services, but he has been known to personally deal with the strongest foes of the Guild.
Grandfather opens with a Feinting Flurry, sustainig it in future rounds to make sure he and his allies' attacks strike home. When threatened he responds with a Hounding Strike. If that is not enough, Tornado Strike keeps foes away. If possible, he will use Epic Resurgence to recharge Feinting Flurry, and sustain two uses on two separate opponents, sacrificing mobility for accuracy.
In my campaign, this Grandfather of Assassins is actually another man in disguise, who travels with the false Warduke, Malice Do'Urden, Iggwilv, and Iuz. Should the PCs ever meet the true Grandfather of Assassin, he will be much higher level and at least Elite. However, for a paragon level campaign, this Grandfather and some brute allies (who benefit most from Feinting Flurry) could make for an excellent archvillain, or at least a fun fight.