Medium Humanoid (Any Race), Lawful Evil
Armor Class 17 (studded leather)
Hit Points 136 (12d8 + 24)
Speed 45 ft.
STR
11 (+0)
DEX
22 (+6)
CON
16 (+3)
INT
13 (+1)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws DEX +10, INT +5
Skills Acrobatics +9, Deception +7, Perception +3, Stealth +11
Damage Resistances Poison
Condition Immunities Blinded
Senses Tremorsense, Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 12 (8,400 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.

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.

Actions

Multiattack. The assassin makes 3 attacks. 2 with her Whips and one with her kick.

Silver Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit:  2d8 + 8 slashing damage. 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.

Kick. Melee Weapon Attack: +10 to hit, 5 ft., 1 target. Hit:  1d8 + 4 bludgeoning damage. 

Bonus Actions

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

Utility Belt. Alexia has at her disposal a range of potions that she can use in battle. Sleep: Target must make a DC 15 Constitution saving throw or become unconscious. Ink: Target must make a DC 16 Constitution saving throw or become blinded. Love: Target must make a DC 17 Constitution saving throw or become charmed.

Reactions

Parry. Alexia adds 3 to his AC against one melee attack that would hit her. To do so, Alexia must see the attacker and be wielding a melee weapon.

Legendary Actions

Alexia can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alexia regains spent legendary actions at the start of its turn.

Double Dash. Alexia can move up to twice her movement speed.

Whip Attack. Alexia can make her whip attack twice.

Utility Belt. Alexia can throw one potion from her utility belt.

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Magic items on them:

Silver Whips +3

Utility Belt: Sleep, Ink, and Love potions. 

Monster Tags: NPC

Habitat: Urban

WorldOfAma

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