Medium Humanoid (Half-Elf), Lawful Neutral
Armor Class 13 (16 with Mage Armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +7, INT +6
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances Poison
Senses Passive Perception 13
Languages Common, Elvish, Thieves' Cant
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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.

Fateseal (Recharge 4-6). When the assassin or a creature it can see makes an attack roll, a saving throw, or an ability check, the assassin can choose to cancel any advantage or disadvantage on that roll, or it can change the roll result to 10. The assassin must decide to do this before the roll is made.

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.

Spellcasting. The assassin is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The assassin has the following wizard spells prepared:
Cantrips (at will): dancing lights, mending, messagemind sliver

1st level (4 slots): absorb elements, mage armor, shield

2nd level (3 slots): shadow blade, invisibility

3rd level (2 slots): counterspell, dispel magic

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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. If the saving throw fails by 5 or more, the target also gains 1 level of exhaustion.

Light Crossbow. Ranged Weapon Attack: +7 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.

Bonus Actions

Cunning Action. On each of its turns, the assassin can use a bonus action to take the Dash, Disengage, or Hide action.

 

Reactions

Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it. The assassin must be able to see the attacker.

Monster Tags: NPC

Habitat: Urban

SirKneelsalot

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