Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (studded leather)
Hit Points 61 (12d8 + 24)
Speed 40 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, Deception +3, Perception +3, Stealth +9
Damage Resistances Poison
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Assassin's Discipline. Through rigorous training of the art of killing, the assassin has improved their ability to go for vital parts of their target. Weapons the assassin is proficient with do two extra dice of damage of their respective weapon. 

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.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (3d6 + 3) piercing damage.

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

Bonus Actions

Poison Coated Edge. (3/day) The assassin can coat a weapon with poison to take into effect on the next successful hit. On a hit, the target must make a D.C. 15 Constitution saving throw or be poisoned for 1 hour and take 24 (7d6) poison damage. 

Nimble Escape. The assassin can take the Disengage, Dodge or Hide action as a bonus action on each of its turns.

Smoke Pellet. The assassin can throw a pellet on the floor to create a 20' sphere of smoke making the area it covers Heavily obscured. A pellet can be thrown up to 30' away. 

Reactions

Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it, provided it can see the attacker.

Monster Tags: NPC

Habitat: Urban

Stryyk

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