Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (18 with Mage Armor)
Hit Points 136 (19d8 + 57)
Speed 30 ft., Climb 20 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +10, INT +8, WIS +6
Skills Acrobatics +10, Arcana +13, Athletics +6, Deception +5, Investigation +8, Perception +11, Stealth +15
Damage Resistances Damage from Spells
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft, Passive Perception 21
Languages Thieves' cant plus any two languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcane Weaponry. The assassin's weapon attacks are magical for the purposes of overcoming resistances and immunities to non-magical attacks and deal an additional 14 (4d6) force damage (included in the weapon's attacks). 

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.

Infiltrator's Spellcasting. The assassin can cast the following spells innately, requiring no material components. Its spellcasting ability is Intelligence (spell DC 16, +8 to hit with spell attacks).

At will: Charm Person, Disguise Self, Friends, Jump, Mage Armor, Mage Hand, Message, Sleep

3/day: Alter Self, Invisibility, Knock, See Invisibility, Silence

1/day: Dispel Magic, Misty Step, Nondetection, Passwall

Magic Resistance. The assassin has advantage on saving throws versus spells and other magical effects.

Perfect Infiltration (once per long rest). As an action, the assassin casts Plane Shift or Teleport. Upon arrival at the destination, the assassin, all creatures that were teleported with it, and any objects being worn or carried by them immediately become invisible. The invisibility on each creature lasts for one hour as long as the creature maintains concentration (as if concentrating on a spell) or until it attacks or casts a spell. 

Sneak Attack. Once per turn, the assassin deals an extra 28 (8d6) 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.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +10; to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage plus 14 (4d6) force damage.

Light Crossbow. Ranged Weapon Attack: +10; to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 5) piercing damage plus 14 (4d6) force damage.

Bonus Actions

Phase (once per short or long rest). Until the end of its next turn, the assassin enters a spectral form. While in this form, the assassin is vulnerable to force damage, regardless of any resistances it would have normally to that damage, and it can move through objects as if they were difficult terrain. The assassin takes 5 (1d10) force damage if it ends its turn inside an object. If the assassin is within an object when the ability ends, it is shunted into the nearest unoccupied space, taking an additional 5 (1d10) force damage for every 5 ft it was shunted. 

Description

These elite and fabled assassins are employed only when absolutely necessary and only by those with both the coin and connections to do so. Arcane assassins specialize in utilizing focused infiltration magic and can carry out missions on any target, regardless of which plan they are on.

Monster Tags: NPC

Habitat: Urban

Jothrax

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