Assasinate. During its first turn, Aori has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Aori 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, Aori instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Lehat Grappler. Any hit Aori scores against a grappled creature is a critical hit.
Shard of Death. The assassin attacks are magical and ignores resistance against necrotic damage.
Sneak Attack (1/Turn). Aori deals an extra 21 (6d6) 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 Aori that isn't incapacitated and Aori doesn't has disadvantage on the attack roll.
True Death. A creature that have been killed by Aori can only be revived by a proper spell of 8th level or higher.
Multiattack. Aori makes two attacks.
Black Knife. Melee Weapon Attack. +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage and its hit point maximum is reduced by the amount equal to the damage taken. This reduction lasts until the creature finishes a short rest.
Blade of Death. Ranged Weapon Attack: +8 to hit, reach 20/80 ft, one target. 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reductiion lasts until the creature finishes a short rest.
Superior invisibility. Aori magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment Aori wears or carries is invisible with it.
Cunning Action. Aori takes the Dash, Disengage, or Hide action.
Uncanny Dodge. Aori halves the damage that it takes from an attack that hits it. Aori must be able to see the attacker.
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