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 king 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 king deals an extra 32 (9d6) 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.
Death Strike. Once per turn, after using Sneak Attack, the assassin king can force the target to make a Constitution saving throw, DC 18. On a failed save, the attacks damage is doubled against the target.
Multiattack. The assassin makes two shortsword attacks. Or three dagger attacks.
Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d10 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Lair and Lair Actions
The lair of the Assassin King is the local headquarters for any assassins guild.
Call to Arms. While in their lair, the assassin king can use their action to summon 1d8 assassins to their aid. The summoned assassins take one turn to arrive. If the assassin king that called them is killed before they arrive they do not appear.
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