Evasion. If the skulker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skulker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the skulker deals an extra (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skulker that isn't incapacitated and the skulker doesn't have disadvantage on the attack roll.
Shadow Step. On each of the skulker's turns, if it is standing in an area of dim light or darkness, it can instantly teleport up to 60 ft. to another area of dim light or darkness that it can see. When it does so, it has advantage on the first attack it makes before the end of its turn.
Shadow Arts. The skulker is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks) The skullker has the following shadow monk spells prepared:
Cantrips (at-will): Thaumaturgy
2nd level (1/day each): Darkness, shadow blade, pass without trace, darkvision, silence
Multiattack. The assassin makes two weapon attacks or three unarmed strikes. It may then attack with its Breath Weapon.
Unarmed Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.
Haladie Daggers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d4 + 4) slashing damage, and the target must make a DC 15 Wisdom saving throw or become frightened while within darkness. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Dragontooth Darts. Ranged Weapon Attack: +8 to hit, range 20/80 ft., one target. Hit:(1d4 + 4) piercing damage.
Shadow Blade (Requires Concentration). Melee Weapon Attack: +8 to hit, range 5 ft. or 20/60 ft., one target. Hit: (2d8 + 4) psychic damage. When the skulker uses the sword to attack a target that is in dim light or darkness, it makes the attack roll with advantage.
Breath Weapon. (1/day). The skulker exhales acid in a 30-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking (4d6) acid damage on a failed save, or half as much damage on a successful one.
One With Shadow. While standing in dim light or darkness, the skulker becomes invisible. The invisibility ends when the skulker attacks, casts a spell, or enters an area of bright light.
Uncanny Dodge. When an attacker that the skulker can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Description
The elite operatives of the Black Talons of the Draconis Combine, skulkers are deadly stealth fighters that specialize in search-and-destroy operations and specialize in ambushes. The skilled tacticians that they are, they rely on their sheer adaptability to outmaneuver slower opponents and wear them down with attacks from all angles and from the various poisons that drench their blades. They prefer fighting in the dark to make full use of their Shadow Arts, and are as adept with hand-to-hand combat as they are with dueling.
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