Medium Humanoid, Lawful Evil
Armor Class 14 (leather)
Hit Points 50 (8d8 + 18)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +6, INT +4
Skills Acrobatics +6, Athletics +3, Deception +3, Perception +3, Stealth +6
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages Abyssal, Common, Thieves' Cant Thieves' cant plus any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Assassinate. During its first turn, the Undertaker Talon 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.
Evasion. If the Undertaker Talon 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 Undertaker Talon deals an extra 14 (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 assassin that isn't incapacitated and the Undertaker Talon doesn't have disadvantage on the attack roll.
Poisoned Weapons. When the Undertaker Talon hits an enemy with a weapon attack, the target must make a DC15 Constitution saving throw, taking 24 (7d6) poison damage and becoming poisoned for 1 minute (save ends) on a failed save, or half as much damage on a successful one. Poisoned Weapons doesn't affect a target that is already poisoned. The target has disadvantage on the save when hit with a critical.

Actions

Multiattack. The Undertaker Talon makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is not poisoned, it must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage and becoming [condition]poisoned[/poisoned] for 1 minute (save ends) on a failed save, or half as much damage on a successful one.
Throwing Daggers. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is not poisoned, it must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage and becoming [condition]poisoned[/poisoned] for 1 minute (save ends) on a failed save, or half as much damage on a successful one.
Modify Memory (3/day). The Undertaker Talon releases a magically charged flash of energy in a 10-foot cone. Each creature must make a DC17 Constitution saving throw, or be subject to the Modify Memory

Description

Trained in the use of poison, Undertaker Talons are the elite assassins sent by the Undertakers to deal with tough foes getting too close to uncovering the conspiracy.

Monster Tags: NPC

Habitat: Urban

CalEl