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.
Cloak of displacement. Any attack against Alzina Rama is at disadvantage. If they are hit during a round the cloaks ability ceases until the start of their next turn.
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.
Lifewell Tattoo. If Alzina is reduced to 0 hit-points the tattoo will revive them to 1 hit point instead. This ability cannot be used again until the next dawn.
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 rapier attacks and one with their whip.
Rapier Melee Weapon Attack: +7{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 9(1d8 + 4) piercing 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.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 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.
Barbed Whip. Whip Melee Weapon:Attack: +7t o hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (3d6) points of poison damage on a failed save, or half as much damage on a successful one, becoming paralysed until the end of it's next turn.
Tan bag of Tricks: As an action Alzina Rama can use their Tan bag of Tricks.
Cunning Action; Alzina Rama can use their bonus action to use the Hide, Disengage or Dash actions.
Potion of Water Breathing- Alzina Rama can use their bonus action to use a potion of water breathing.
Description
A ruthless cutthroat belles with grace and cunning. When scheming and blackmail fail a poisoned dagger will do just as well.
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