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.
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.
Villain Actions
The assassin has villain actions. Once per round, at the end of a PC's turn the assassin can perform one of the following actions in the listed order. After the third round, the assassin can perform any of the actions regardless of the order.
Round 1 - Evening The Odds. The assassin chooses a target and may move up to half of their speed to make a Shortsword attack against the target with advantage, triggering sneak attack even if they have already used it this round.
Round 2 - Now You See Me. The assassin chooses four points within 30ft and throws smoke bombs to each point. The smoke bombs explode creating a sphere 20ft in diameter centered on the point. The area within the spheres of smoke is heavily obscured. The smoke can be blown away by a moderate wind such as that one spell, and lasts until the end of the next round.
Round 3 - Strike For Vitals. The assassin moves up to twice their speed and does not trigger attacks of opportunity with this movement. The assassin may make a shortsword attack (with advantage against any target inside of the smoke spheres) against any creature she passes within range of during this movement, triggering sneak attack on a successful hit.
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 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: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Poisonous Escape. After taking damage the assassin can use their reaction to throw a smoke bomb at their feet. All the creatures within a 15ft radius of the assassin's current position must make a DC16 Constitution Saving throw, taking 3d6 poison damage on a failed save. The area becomes heavily obscured and the assassin make may the Hide action as a free action.
Description
Known by the moniker of The Dagger, Cualpali is a member of the Khanate of Badativa and working under El Patron in the Market District. Currently, she is on assignment to eliminate The Hurricane and present them as El Patron's tribute to her.
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