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.
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 (4d6) 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.
Devil's Sight. Magical darkness doesn't impede the assassin's darkvision.
Multiattack. The assassin makes two shortsword attacks or Kunai with Chain.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Kunai with Chain. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (2d6 + 5) piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6):
1–2: Decay. The target takes 7 (2d6) necrotic damage.
3–4: Grapple. The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the Assassin can’t grapple another target.
5–6: Topple. The target is knocked prone.
Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Shadow Blend. While in dim light or darkness, the Assassin becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the Assassin uses a bonus action to end it or until the Assassin attacks, is in bright light, or is incapacitated.
Uncanny Dodge. The hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
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