Fey Ancestry. Zayin has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Reactive. Zayin can take one reaction on every turn in combat.
Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If Zayin is subjected to an effect that allows him 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, Zayin deals an extra 14 (4d6) damage when he 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 his that isn't incapacitated and the Zayin doesn't have disadvantage on the attack roll.
Multiattack. Zayin makes two attacks with his Lightning Baton.
Lightning Baton. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 5) bludgeoning damage plus 14 (4d6) lightning damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., 1 target. Hit: 9 (1d6 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 21 (5d6) poison damage on a failed save, or half as much on a successful save.
Lightning Caltrops. Zayin spreads several small beads in a 10 foot cube originating himself and remain active until the end of his next turn. Any creature that enters this area must make a DC 16 Constitution saving throw, taking 28 (8d6) lightning damage and be stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned.
Parry. Zayin adds 3 to his AC against one melee attack that would hit it. To do so, Zayin must see the attacker and be wielding a melee weapon.
Description
Zayin is the newest member of the Ocelot Bridge. Young, brash, and full of self confidence, he deploys his agility to lethal effect against those who get in the way of his mission.







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