| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 22 | +6 | +10 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +6 |
| WIS | 16 | +3 | +7 |
| CHA | 10 | +0 | +0 |
Eshin Infiltrator. The assassin has advantage on Dexterity (Stealth) checks. While in dim light or darkness, the assassin is invisible to creatures relying on darkvision unless they succeed on a DC 18 Wisdom (Perception) check.
Master of Ambush. If the assassin is hidden when initiative is rolled, it has advantage on the initiative roll.
Skittering Horror. Opportunity attacks against the assassin are made with disadvantage.
Sneak Attack (1/Turn). The assassin deals an extra 8d6 damage when it hits with a melee or ranged weapon attack if it has advantage on the attack roll, or if an ally is within 5 feet of the target.
Master of Shadows. The assassin can take the Hide action as a bonus action even while lightly obscured.
Evasion. If the 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 on a successful save, and only half damage on a failed save.
Coward’s Survival. When reduced below half its hit points, the assassin gains resistance to all damage until the start of its next turn as panic drives it into frantic evasive movement.
Death From Above (1/Turn). If the assassin falls at least 15 feet and lands within 5 feet of a creature while hidden, it may reduce any falling damage it takes by up to 50 points. Immediately after landing, the assassin may make one Fighting Claws attack as part of the same movement. If the attack hits and qualifies for Sneak Attack, the Sneak Attack damage increases by 4d6. If the attack hits, the target must also succeed on a DC 17 Strength saving throw or be knocked prone.
Multiattack. The assassin makes three attacks with Fighting Claws or Shadow Stars.
Fighting Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage plus 4d6 poison damage. If the assassin has advantage on the attack, the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. The target may repeat the save at the end of each of its turns.
Shadow Stars. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 1d6+6 piercing damage plus 4d6 poison damage.
Weeping Blade (Recharge 5–6). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6d6+6 psychic damage plus 6d6 force damage. The target must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn.
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
Smoke Bomb Escape (1/Day). When hit by an attack, the assassin releases a sphere of black smoke in a 15-foot radius centered on itself. The area becomes heavily obscured until the end of the assassin’s next turn. The assassin may immediately move up to its speed without provoking opportunity attacks.
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