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The Invisible Man (Alchemically Invisible Human Rogue 6/Assassin 8)


The Invisible Man CR 15

XP 51,200
Male alchemically invisible human rogue 6/assassin 8
CE Medium humanoid
Init +9; Senses darkvision 60 ft., see invisibility; Perception +10

DEFENSE

AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp
103 (14d8+34)
Fort
+7, Ref +15, Will +6; +4 vs. poison
Defensive Abilities
evasion, improved uncanny dodge, natural invisibility, trap sense +2
Weaknesses
madness

OFFENSE

Speed 30 ft.
Melee
+2 assassin’s dagger +17/+12 (1d4+3/19–20)
Special Attacks
death attack (DC 21), poison use, sneak attack +7d6

STATISTICS

Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 8
Base Atk
+10; CMB +11; CMD 27
Feats
Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Stealthy, Throw Anything, Toughness, Weapon Finesse
Skills
Acrobatics +20, Bluff +15, Climb +15, Disable Device +15, Disguise +15, Escape Artist +15, Intimidate +10, Knowledge (local) +10, Perception +10, Sense Motive +15, Sleight of Hand +20, Stealth +25, Swim +8
Languages
Common, Undercommon, +1 additional
SQ
hidden weapons, hide in plain sight, permanent spells, quiet death, rogue talents (bleeding attack +7, fast stealth, finesse rogue), trapfinding +3, true death
Gear
+2 studded leather (invisible), assassin’s dagger (invisible), gloves, goggles, hat, longcoat, 66 gp
PC Gear
+158,000 gp

SPECIAL ABILITIES

Natural Invisibility (Ex)

As his invisibility is inherent, it is not subject to invisibility purge or dispel magic.

Madness (Ex)

At the beginning of any combat round, he must make a DC 15 Will save or be confused for 1 round.

Permanent Spells

He benefits from permanent darkvision, resistance, and see invisibility spells. In addition, he has had permanent invisibility placed on his armor and dagger, so that he can wear and wield these tools without becoming partially visible.