Small Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 50 (10d10)
Speed 0 ft., Fly 50 ft.
STR
15 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Saving Throws DEX +6, CON +4
Damage Resistances Damage from Spells
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The Assassin's Rapier is incapacitated while in the area of an antimagic field

False Appearance. While the Assassin's Sickle remains motionless and isn't flying, it is indistinguishable from a normal sword.

Magical metal. The Assassin's Sickle's attacks count as magical.

Divine Insight.  The Assassin's Sickle gains advantage on it's first attack per round. 

Spellcasting. The Assassin's Sickle is a 9th-level spellcaster. Its spellcasting ability is Dexterity (spell save DC 14, +6 to hit with spell attacks). The Assassin's Sickle has the following spells prepared:

3/day. hunter's mark, mind spike

Actions

Multiattack. Assassin's Sickle makes three melee attacks. 

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) acid damage.

 

 

PojoTheGoblin

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