The Somnambulist Assassin - AI-generated fantasy Monster

The Somnambulist Assassin

The Somnambulist was once a healer who lost his mind while trying to cure a magical plague. He realized that the only true 'cure' for suffering was a permanent, blissful sleep, and he now offers this gift to the elite - and those his patrons wish to remove.

MediumHumanoid(Human)CR 14Neutral Evil

The Somnambulist Assassin

PsychicAssassinShapechanger
HP210AC19SPD30 ft. walk, 30 ft. hoverCR14DeceptionMedicinePerceptionStealth
STR
10
DEX
20
save
CON
18
INT
22
save
WIS
16
save
CHA
18
Psychic Veil. While the Assassin is wearing his hospital orderly uniform, he is indistinguishable from a normal human unless a creature uses Truesight or a Insight check.
Legendary Resistance (3/Day). If the Assassin fails a saving throw, he can choose to succeed instead.
Assassinate. During its first turn, the Assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Assassin scores against a surprised creature is a critical hit.
Coma Specialist. Creatures that drop to 0 hit points from the Assassin's psychic damage are stabilized but enter a recursive coma. They cannot be awakened except by the Greater Restoration spell or by killing the Assassin.
Multiattack. The Assassin makes three attacks: two with his Mind-Scalpels and one with his Neuro-Syringe.
Mind-Scalpel. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage plus 18 () psychic damage.
Neuro-Syringe. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. The target must succeed on a Constitution saving throw or be Poisoned for 1 minute. While poisoned this way, the target is Dazed. A creature can repeat the saving throw at the end of each of its turns.
Psychic Collapse (Recharge 5-6). The Assassin unleashes a wave of mental trauma. Each creature within 30 feet must make a Intelligence saving throw. On a failure, a creature takes 45 () psychic damage and is Stunned until the end of the Assassin's next turn. On a success, it takes half damage and isn't stunned.
Cognitive Shift. When the Assassin is hit by an attack, he can teleport up to 20 feet to an unoccupied space he can see, leaving behind a hazy, psychic afterimage. The attack's damage is halved.
Shift Focus. The Assassin moves up to half his speed without provoking opportunity attacks.
Inject Trauma. The Assassin makes one Mind-Scalpel attack.
Dream Haunt (Costs 2 Actions) (Costs 2 Actions). The Assassin targets one creature he can see within 60 feet. The target must succeed on a Wisdom saving throw or take 22 () psychic damage and become Frightened of the Assassin as illusory versions of their loved ones appear to perish before them.
2nd level
InvisibilityIllusion Used to relocate in the hospital.
4th level
Phantasmal KillerIllusion Summons the target's worst medical fears.
5th level
DreamIllusion Used to torment the family member from afar.
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