Antimagic Susceptibility. The clockwork assassin is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the assassin must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Assassinate. During its first turn, the clockwork 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 clockwork 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.
Invisibility Adept. If the clockwork assassin is invisible at the start of combat, it has advantage on its initiative roll.
Sneak Attack. Once per round, the clockwork assassin deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.
Multiattack. The clockwork assassin makes four scimitar arm attacks.
Scimitar Arm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Lacerate (Recharge 5-6). The clockwork assassin extends its scimitar arms and rotates in a spinning motion, slashing everything in reach. Each creature within 15 ft. of the assassin must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 40 (9d8) slashing damage, and will start bleeding out. On a successful save, the creature takes half as much damage, and isn't bleeding out.
While bleeding out, the creature drops to 0 hit points at the end of its second next turn. While the a character is at 0 hit points and bleeding out, death saving throws always yield one additional failure after the roll, unless the roll is a 20. The bleeding is stopped by regaining hit points in any way, or becoming stable while at 0 hit points.
Magic Core (3/day). Drawing magic from its magic clockwork heart, the clockwork assassin can cast invisibility as a bonus action, without providing any components. As part of the same bonus action, it may take the hide action.
Cunning Action. The clockwork assassin, may as a bonus action, take one of the dash, disengage or hide actions.
Description
Clockwork assassins were created to silently and efficiently take out their creators' enemies, even in the most highly guarded places. These large constructs use their razor-sharp limbs to climb any solid surface to as efficiently and as quietly as possible reach their target. Though their large form is hard to miss, they tend to go unnoticed with help from their magic core that maintains their functionality, as well as their ability to turn invisible. The only sign of being stalked by one of these constructs is the faint ticking of the core, sounding like the ticking of a clock mixed with the beating of a heart. If the assassin is seen by any number of people, it makes sure that no witnesses remains alive before it leaves, making sure to keep one final use of their invisibility ready for its journey back to its hideout.
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