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.
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.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) 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.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage, and the target must make a DC 10 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
Description
A verminous ratman, filthy and treacherous to their core. Their beady red eyes gleam out from the darkest pits of the world from within their under empire.
Trained in the use of poison and stealth, assassins are remorseless killers who work for their verminous overlords.
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