Medium Humanoid (Tabaxi), Lawful Evil
Armor Class 16 (studded leather)
Hit Points 86 (15d8 + 37)
Speed 30 ft., Climb 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +8, INT +6
Skills Acrobatics +8, Deception +3, Perception +8, Stealth +14
Damage Resistances Poison
Senses Darkvision 60, Passive Perception 17
Languages Common Thieves' cant plus any two languages
Challenge 10 (5,900 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.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Cat’s Talent. You have proficiency in the Perception and Stealth skills.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

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 (5d6) 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 or Clew attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 slashing damage.

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Description

"you have learnt well poison, stealth and the will to kill"

"the Children will be never seen or hear, only the killing blow will await their target"

"to Kill or be killed that is are way"

Monster Tags: NPC

Habitat: ForestGrasslandHillMountainSwampUrban

Creatermon

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