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 short sword attacks.
Short sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus they must make a DC 16 CON save, taking 24 (7d6) poison damage on a failure, and half on a success. On a failure, the target is poisoned until the end of their next turn, where they make the CON save again to break the condition.
Light Crossbow. Ranged Weapon Attack:+6, Range 80/320 ft., one target
Hit: 8 (1d8 + 4) piercing damage plus 24 (7d6) poison 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. On a failure, the target is poisoned until the end of their next turn, where they make the CON save again to break the condition.
Description
A creature whose spirit is tied to a magic mirror. Saying the correct phrase followed by a creatures name will send this spirit to kill them.
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