## The Assassin *medium humanoid, neutral evil* ___ **Armor Class** :: 15 (Studded Leather) **Hit Points** :: 78/78 **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (+0)|16 (+3)|14 (+2)|13 (+1)|11 (+0)|10 (+0)| ___ **Saving Throws** :: Dex +6, Int +4 **Skills** :: Acrobatics +6, Deception +3, Perception +3, Stealth +9 **Damage Resistance** :: Poison **Senses** :: passive Perception 13 **Languages** :: Thieve's Cant, Common, Infernal **Challenge** :: 8 (3,900 XP) ___ ***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 (1/Turn).*** The assassin deals an extra 13 (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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. : ***Paragon Actions.*** The creature gains one complete turn in each combat round, including one reaction between each turn, for each pool of hit points it has above zero. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. : ***Paragon Hit Points.*** The creature has multiple pools of HP, each of which is tracked separately. All damage and healing must be completely applied only to one pool of HP. One pool of HP must be completely reduced to zero HP before any damage is applied to another pool. When a pool of HP is reduced to zero, all ongoing conditions and effects affecting the creature end immediately. After a pool of HP has been reduced to zero, it cannot receive any healing until after a long rest. If all pools of HP have been reduced to zero hit points, the creature is killed \column ### Actions ***Multiattack.*** The assassin makes either two shortsword attacks, two light crossbow attacks, or one of each. : ***Shortsword.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 24 (7d6) poison damage. The target must also make a DC 15 Constitution saving throw, or be poisoned for 1 minute. If the saving throw fails by 3 or more, the creature drops any items it is holding. If the saving throw fails by 5 or more, the creature falls prone. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Light Crossbow.*** Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 24 (7d6) poison damage. Additionally, the target is subjected to a chosen poison below, and makes a Constitution saving throw. ### Poisons **Ettercap Venom** DC 13. A creature subjected to this poison must succeed on a Constitution saving throw, taking 9 (2d8) poison damage and becoming poisoned for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : **Giant Scorpion Venom** DC 14. A creature subjected to this poison must make a Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. : **Giant Wolf Spider Venom** DC 13. A creature subjected to this poison must succeed on a Constitution saving throw or take 7 (2d6) poison damage. The creature takes half damage on a success, and if the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. : **Witchbane** DC 19. A creature subjected to this poison must make a Constitution saving throw. On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison.