Holocron

Emperor's Hand

Medium human · CR 16
sizeMediumcr16
Emperor's Hand
A medium assassin and dual force/tech caster who crits surprised foes, dances out of reach, and shrugs off saves — a deadly solo killer.
Lurker
How to run itCrit a surprised PC turn one via Assassinate, then Cunning-Action Hide/Disengage; spend legendary actions to move, cast, and lightfoil between turns.

Armor Class 19 · Hit Points 238 (28d8 + 112) · Speed 30 ft.

STR DEX CON INT WIS CHA
13 20 18 14 18 18

Assassinate (Trait). During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

Cunning Action (Trait). On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (Trait). If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

Sneak Attack (Trait). Tech Casting. The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override forcecasting. The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

Multiattack (Action). The Emperor's Hand makes three melee weapon attacks or three ranged weapon attacks.

Lightfoil (Action). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) energy damage.

Heavy Pistol (Action). Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 9 (1d8 + 5) energy damage.

Uncanny Dodge (Reaction). The Emperor's Hand halves the damage that she takes from an attack that hits her. The Emperor's Hand must be able to see the attacker.

Move (Legendary). Emperor's Hand can move up to its speed without provoking opportunity attacks.

Casting (Legendary). Emperor's Hand can cast an at-will power.

Lightfoil (Legendary). Emperor's Hand makes one lightfoil attack.