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.
Cunning Action. On each of its turns, the Assassin of Kings can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The assassin makes two melee attacks.
+1 Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Uncanny Dodge. The Assassin of Kings halves the damage that it takes from an attack that hits it if the Assassin of Kings can see the attacker.
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