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, it instead takes no damage on a success and only half damage on a failure.
Uncanny Dodge. When an attacker that the Assassin can see hits it with an attack, it can use its reaction to halve the damage.
Multiattack. The Assassin makes two melee or ranged weapon attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target.
Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.
Cunning Action. The Assassin can take the Dash, Disengage, or Hide action.
Smoke Bomb (Recharge 5–6). The Assassin hurls a smoke bomb at a point within 20 feet. The bomb creates a 15-foot-radius sphere of smoke that lasts for 1 minute or until dispersed by a strong wind. The area is heavily obscured, and creatures inside the sphere have disadvantage on attack rolls. The Assassin has advantage on Stealth checks made within the smoke.
Description
The Assassins of the Silent Chain are elite killers belonging to a shadowy organization that thrives on secrecy and fear. Clad in dark, flexible armor adorned with faint chain-like patterns, these assassins strike with precision and disappear without a trace. They are masters of ambush and subterfuge, trained to eliminate targets swiftly and efficiently, often leaving little evidence in their wake.
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