Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing.
Living Shadow. While in dim light or darkness, the voidsent has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the assassin can turn [Tooltip Not Found] as a bonus action. It remains invisible until the start of its next turn or until it attacks.
Shapechanger. The assassin can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
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 if it succeeds on the saving throw, and only half damage if it fails.
Assassinate. During its first turn, the 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.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) necrotic 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The assassin makes two attacks with its gloom spines.
Gloom Spines. Melee Weapon Attack: +8 to hit, reach 5 ft., or range 20/60 ft. one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Unless the target is immune to necrotic damage, and the target has disadvantage on saving throws until the start of the assassin's next turn.
Shroud Self. The assassin magically turns [Tooltip Not Found] until the start of its next turn. This invisibility ends if the reaper makes an attack roll or makes a damage roll.
Misty Escape (Recharges after a Short or Long Rest). When the assassin takes damage, it turns Invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
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