Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 18 shadow armor
Hit Points 128 (12d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
9 (-1)
WIS
11 (+0)
CHA
18 (+4)
Saving Throws DEX +7, INT +2, WIS +3
Skills Athletics +8, Deception +16, Persuasion +10, Sleight of Hand +16, Stealth +16
Damage Immunities Bludgeoning
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

cunning Action you can use your Bonus Action to take the Dash, Disengage, or Hide action. 

Sneak Attack. Once per turn, Ayo deals an extra 27 (9d6) damage when he 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 that isn't incapacitated and the Ayo doesn't have disadvantage on the attack roll.

Reliable Talent. whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

FANCY FOOTWORK . you learn how to land a s trike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

RAKISH AUDACITY your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

PANACHE your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target
or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

ELEGANT MANEUVER you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

MASTER DUELIST your mastery of the combat lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

 

 

Actions

thoughts and prayers: Ayo makes one attack with either of his magic knuckles,

Thoughts, +10 to hit, deals 1d4 + 4 psychic damage

prayers. +10 to hit, deals 1d4+ 4 radiant damage 

 

Reactions

Uncanny Dodge. when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion. If Ayo 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.

Description

thoughts and prayers, as an action cast ether dissonant whispers or guiding bolt 

autumn cloak, plus 1 to ac and as a bonus action cause the leaves to swirl around you casting blur for 1 min

Steps of the trickster, change the sound of your footsteps 

Ring of Shooting Stars

While wearing this ring in dim light or Darkness, you can cast Dancing Lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 Charges for the following other properties. The ring regains 1d6 expended Charges daily at dawn.

Faerie Fire: You can expend 1 charge as an action to cast Faerie Fire from the ring.

Ball Lightning: You can expend 2 Charges as an, action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each Sphere is individually.

Each Sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each Sphere sheds dim light in a 30-foot radius.

As a Bonus Action, you can move each Sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a Sphere, the Sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 Sphere = 4d12)

Shooting Stars.

You can expend 1 to 3 Charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Monster Tags: NPC

Habitat: Urban

Starrcraft

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