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.
Multiattack. The assassin makes two attacks with its {{Shadow Blade}}.
Poisoned Shadow. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8) psychic 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.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a {{wish}} or {{true resurrection}} spell or by a deity.
Nether Step. As a bonus action, the Black Flame Zealot can teleport up to 30 feet to an unoccupied space that it can see.
Description
Assassins of the Black Flame were immune to fear, both magical and emotional in nature. They were skilled in the use of certain poisons. They served as the eyes, ears, and hands of Kossuth in Thay. In fact they were legally allowed to act of behalf of Thayan noble families. Even the mighty zulkirs were not safe from their reach.
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