Evasion. If the master assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the master assassin instead takes no damage if it succeeds on the save and only half damage if it fails.
Concealed Emotions. The master assassin has advantage on checks and saves against any effect that would sense its emotions or read its thoughts, and it has advantage on saves against divination spells it refuses. WIS (Insight) checks
made to ascertain the assassin’s intentions or sincerity have disadvantage.
Poisoned Weapons. The master assassin’s weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack).
Multiattack. The assassin makes three attacks, using Shortsword or Hand Crossbow in any combination.
Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage plus 18 (4d8) Poison damage, and the target must succeed on a DC 17 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Hand Crossbow. Ranged Attack Roll: +7, range 30/120 ft. Hit: 8 (1d6 + 5) Piercing damage plus 18 (4d8) Poison damage, and the target must succeed on a DC 17 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Death Mark. The master assassin magically marks a creature it can see within 60 feet of it. The target must succeed on a DC 17 WIS save or be marked for death for 1 minute. While it is marked, the assassin’s attacks against the target have advantage, and if the assassin scores a critical hit against the target, the target must succeed on a DC 17 CON save or be reduced to 0 HP. When the target is reduced to 0 HP in this way, the assassin can decide if the target is stable or dying. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The assassin can have only one target marked at a time.
Hidden Step. The master assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.
Choking Dust. When a creature the master assassin can see within 15 feet of it attacks it, the assassin can fling dust into the creature’s face. The attacker must succeed on a DC 17 DEX save or have disadvantage on the attack roll.
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