Medium Swarm of Medium humanoids, Typically Chaotic Evil
Armor Class 15 (studded leather)
Hit Points 78 (12d12 + 24)
Speed 30 ft., Climb 30 ft. speed (ft)+30
STR
18 (+4)
DEX
20 (+5)
CON
14 (+2)
INT
18 (+4)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +11, INT +10
Skills Acrobatics +6, Deception +3, History +8, Perception +3, Stealth +6
Damage Resistances Poison
Condition Immunities Blinded, Charmed, Incapacitated, Poisoned, Unconscious
Senses Darkvision 120 ft., Truesight Elven, Passive Perception 15
Languages All Fast learner from true form of "Medatation", Elvish, Thieves' Cant, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lightsDarkness[Tooltip Not Found]

1/day each: darkness, faerie fire, levitate

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: [1D20]+6;{"Shortsword"}, reach 5 ft., Two targets can split attack into any two cobmanations."damage Type 1 D6+3"","rollAction":"Shortsword","rollDamageType":"piercing"}[ piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6):"poison"}poison damage on a failed save, or half as much damage on a successful one. "Short sword of shapness"on a crit hit save verses (Death) or loss of limb.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) 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.

Bonus Actions

Starting at 2nd level once per long rest this Monk can Use "KI" Turnig the hand into "Eagle Claw"{"diceNotation"'3 D10"rollType":"damage","rollAction"'Heavy"bludgeoning"[/rollable]bludgeoning damage'and the target must make a DC 15 Dexterity saving throw, taking "3 D10" [rollable](3 D10); This bouns attack hits at full plate male like "wood" but can only smash at one pice at a time and or any other type of armor except magical armor.Starting at 2nd level Ki save DC = 8 + your proficiency bonus + your Wisdom modifier and any extra damage by any proficiency.

Reactions

This Assassin can take one extra attack every 3 turns in the form of moving reaction.

Legendary Actions

"Darkness"[Mysty Form[at will.

Mythic Actions

Can attack 3 time at half damage in the lair after casting "Darkness" any creature cought in this darkness will take onle half dame even if a crit is rolled.

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Pluss it can't be poisoned by any type of poisons (Immunity)to poisons all types.

Lair and Lair Actions

Can  cast (Misty Form)  once per day at will. It can move like a mist through the air, once in mist form it can't attack. Once in mist form it can not be hit by any normal weapon, it can however be attack by wind, +2 magical weapons of any kind.  Can cast (Darkness) at will one time a day.Once in side the Lair it has a 50% chance of casting darkness 2D 10, this darkness is magical it can't be dispaled by any magic. Further more if in the darkness while it is in darkness it can attack 3 times at half damage. It can sense in this darkness,and see in the darkness. The darkness spell is cast at a 30foot radius. If this Monster dies in the Lair then there is a 80% chance to find 1D6 1-6 Money type and one Magical iteam, weapon type only.

Monster Tags: NPCDemonElemental

Habitat: CoastalUnderwaterUrban

Ariuss

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