Legendary Resistance (3/Day). If the assassin fails a saving throw, it can choose to succeed instead.
Multiattack. The assassin can use its Frightful Presence. It then makes three attacks: one with its clone attack or crawling bugs and two with its stings.
Clone Attack. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 17 (2d6 + 6) piercing damage plus 4 (1d6) necrotic damage.
Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 6) piercing damage.
Crawling Bugs. Ranged Weapon Attack: +7 to hit, reach 15 ft., one target. If hit, the target must succeed on a DC 16 CON saving throw and rolls normal, if not hit the target has advantage on the saving throw or be blinded until the start of the assassins next turn.
Frightful Presence. Each creature of the Assassin's choice that is within 120 feet of the assassin and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the assassin's Frightful Presence for the next 24 hours.
Clone (Recharge 5–6). The Assassin instantly creates three copies of himself which all go in a random direction for 20ft. The Clones are indistinguishable from the real one. If a clone is hit or if it succesfully hits another creature, it vanishes.
Clones Rushing. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: 17 (2d6 + 6) piercing damage plus 4 (1d6) necrotic damage. (if hit by a hostile creature and atleast one clone active, the assassin can let them charge all at once on the target that hit the assassin, if in reach).
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