Sneak Attack (1/Turn).
The Assassin deals an extra 10 (3d6) damage when it hits with a weapon attack while having advantage, or when an ally of the Assassin is within 5 feet of the target.
Evasion.
If the Assassin succeeds on a Dexterity save against an effect dealing half damage on a success, it instead takes no damage.
Multiattack.
Two Dagger attacks.
Dagger.
+6 to hit, reach 5 ft. or range 20/60 ft.
Hit: 7 (1d6 + 4) piercing damage.
Poisoned Blade (Recharge 5–6).
The Assassin makes one Dagger attack. On a hit, the target must make a DC 14 Constitution saving throw.
Failure: 10 (3d6) poison damage and poisoned until the end of its next turn.
Cunning Action.
Dash, Disengage, or Hide.
Uncanny Dodge.
When hit by an attack the Assassin can see, halve the attack's damage.
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