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.
Multiattack. The assassin makes two double-bladed scimitar attacks.
Double-Bladed Scimitar. Melee Weapon Attack: +6; to hit, reach 5 ft., one target. Hit: 6 [rollable](2d4 + 3); slashing damage, and the target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.
Special. Can use a bonus action immediately after to make a melee attack with back end of the scimitar. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
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 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Description
Trained in the use of poison and blade, Aerin works in the shadow for the Emerald Claw. She orchestrates the north-most faction of the Emerald Claw in it's search for the Progenitor Orbs. While she normally takes a leadership role, Aerin is not afraid to get her blades bloody, or demonstrate her proficiency with deadly teas.