Cunning Action. On each of its turns, the guildmaster assassin can use a bonus action to take the Dash, Disengage, or Hide action.
Assassinate. During its first turn, the guildmaster assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the guildmaster assassin scores against a surprised creature is a critical hit.
Evasion. If the guildmaster assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the guildmaster 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 guildmaster assassin deals an extra 21 (6d6) 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 guildmaster assassin that isn't incapacitated and the guildmaster assassin doesn't have disadvantage on the attack roll.
Invisibility (3/Day). The guildmaster assassin magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell) . Any equipment the guildmaster assassin wears or carries is invisible with it.
Multiattack. The assassin makes two shortsword attacks.
Poisoned Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
Poisoned Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
Description
- Appearance: Wrinkled and besieged by time, her human face is the picture of a kindly grandmother and her voice matches in soothing contented tones. She wears a self- knitted shawl and keeps her graying hair in a neat bun.
- Personality: Kindly and patient, unworried when trouble seeks her, unflappable. The sort of ex-adventuring / ex-assassin grandma who would kindly invite her kidnappers to tea as if she were oblivious, then smile as they fall unconscious, the poor dears.
- Quirks: Makes the best tea in town. Always has fresh baked something ready for eating. Sips her tea from a 'Worlds Best Granny' mug.
- Carried Items: Knitting gear, lockpicks in her hair, a tea kit with a false bottom where she keeps her poisons.
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