Nimble Escape. The contract killer can take the Disengage or Hide action as a bonus action on each of its turns.
Sneak Attack. Once per turn, the contract killer deals an extra 11 (3d6) 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 contract killer that isn't incapacitated and the contract killer doesn't have disadvantage on the attack roll.
Surprise Attack. During its first turn, the contract killer has advantage on attack rolls against any creature that hasn't taken a turn.
Multiattack. The contract killer makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Luck. (Recharge 5-6) The contract killer has inexplicable luck that seems to kick in at just the right moment.
- Whenever the contract killer makes an attack roll, an ability check, or a saving throw, it can roll an additional d20. It can choose to do this after it rolls the die, but before the outcome is determined. It chooses which of the d20s is used for the attack roll, ability check, or saving throw.
- The contract killer can also use this ability when an attack roll is made against it. Roll a d20, and then choose whether the attack uses the attacker's roll or the contract killer's. If more than one creature uses Luck to influence the outcome of a roll, the uses cancel each other out; no additional dice are rolled.
Description
Though lacking the poisoning skills of assassins, and not quite as experienced in their line of work, contract killers make up for it through natural talent and are not nearly as expensive to hire. For getting rid of an inconvenience on a budget, they generally prove effective enough.
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