Traits
Stealth Mastery.
The Assassin Nobody has advantage on Stealth checks. It can hide even when it is only lightly obscured.
Shadow Step.
As a bonus action, the Assassin Nobody can teleport up to 60 feet to an unoccupied space it can see. The space must be in dim light or darkness. After using this ability, its next melee attack has advantage.
Unnerving Presence.
Any creature that starts its turn within 10 feet of the Assassin Nobody must make a DC 16 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds on this saving throw is immune to this ability for 24 hour
Actions
Multiattack.
The Assassin Nobody makes two attacks: one with its Silent Strike and one with its Shadow Dagger.
Silent Strike.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 18 (3d6 + 6) piercing damage. If the target is surprised, it takes an additional 9 (2d6) damage.
Shadow Dagger.
Melee or Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target.
Hit: 14 (2d6 + 6) necrotic damage. The target must make a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
Cloak of Shadows (Recharge 5–6).
The Assassin Nobody cloaks itself in shadowy energy, becoming invisible for 1 minute or until it makes an attack or casts a spell. During this time, it has advantage on Stealth checks and can take the Hide action as a bonus action.
Mark of Death (Recharge 5–6).
The Assassin Nobody marks a target it can see within 60 feet. For the next minute, attacks against that target deal an additional 14 (4d6) necrotic damage. The marked target can make a DC 16 Wisdom saving throw at the end of each of its turns to end the effect.
Bonus Actions
Ambush.
The Assassin Nobody can take the Hide action as a bonus action and, if it is hidden, it can make a Silent Strike attack with advantage.
Quick Strike.
After using its Shadow Step, the Assassin Nobody can make a melee attack with advantage against a creature within 5 feet of it.
Reactions
Shadow Counter.
When the Assassin Nobody is hit by a melee attack, it can use its reaction to immediately teleport up to 30 feet and make a Shadow Dagger attack against the attacker.
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Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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