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 9 (3d6) 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 assassins that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Keen Smell. The assassin has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The assassin can make three attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 6 (2d6) poison damage.
Kunai. Ranged Weapon Attack: +6 to hit, range 60/80 ft.., one target. Hit: 5 (1d4 + 3) piercing damage plus 6 (2d6) poison damage.
Description
Of all skaven otherwise known as ratmen the assassins trained by clan Eshin are among the most feared by those who know of their existence. Among the skaven only the most martially skilled are chosen for training and they make excellent use of their prehensile tails land finishing blows or take out any witnesses to their vile deeds. Although murder is the meat and potatoes of clan Eshin the groups agents are also master spies, information brokers, and saboteurs often poisoning wells or the like.
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