Master Assassin
Cappuchino Assassino has advantage on attack rolls against any creature that hasn't taken a turn yet in combat.
Once per turn, when he has advantage on an attack roll, he deals an extra 6d6 precision damage.
Shadow Blend
While in dim light or darkness, Cappuchino Assassino is invisible until he attacks, casts a spell, or is illuminated by bright light.
Espresso Rush
Whenever Cappuchino Assassino reduces a creature to 0 hit points, he may immediately:
- Move up to half his speed.
- Hide.
- Make one Dagger Strike against a different creature.
Multiattack
Cappuchino Assassino makes three Dagger Strikes.
Dagger Strike
Melee or Ranged Weapon Attack: +12 to hit
Reach 5 ft. or Range 30/120 ft.
Hit
2d6 + 8 piercing damage
plus
3d6 poison damage.
If the attack has advantage, add 6d6 precision damage from Master Assassin.
Twin Espresso Blades (Recharge 5–6)
Teleport adjacent to one creature within 60 feet.
Make four Dagger Strikes against that creature.
After resolving the attacks, teleport to an unoccupied space within 20 feet.
Smoke and Steam (Recharge 6)
Create a 30-foot-radius cloud centered on a point within 90 feet.
The cloud lasts until the end of Cappuchino Assassino's next turn.
The area is heavily obscured.
Creatures other than Cappuchino Assassino treat the area as difficult terrain.
Caffeine Dash
Move up to your speed without provoking opportunity attacks.
Hidden Blade
The next Dagger Strike this turn has advantage.
Evasive Counter
When a creature misses Cappuchino Assassino with a melee attack, he may immediately move up to 20 feet and make one Dagger Strike against that creature.
Silent Step
Move up to half speed without provoking opportunity attacks.
Dagger Strike
Make one Dagger Strike.
Vanish (Costs 2)
Cappuchino Assassino takes the Hide action and may immediately move up to 20 feet.
Death Mark (Costs 3)
Choose one creature within 60 feet.
Until the end of Cappuchino Assassino's next turn:
- He has advantage on attack rolls against that creature.
- His attacks against that creature deal an additional 2d6 necrotic damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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