Small humanoid, Neutral Evil
| Armor Class | 16 (studded leather armor) |
|---|---|
| Hit Points | 91 (14d8 + 28) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 15 (+2) | 18 (+4) | 14 (+2) | 16 (+3) |
| Saving Throws | Dex +7, Int +7 |
|---|---|
| Skills | Deception +9, Perception +5, Stealth +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | blindsight 10 ft., passive Perception 15 |
| Languages | Common, thieves' cant, plus any one language |
| Challenge | 5 |
If the assassin fails a saving throw, it can choose to succeed instead.
The assassin makes two Poison Blade attacks.
Melee or Ranged Attack Roll: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.
When an attacker the assassin can see hits the assassin with an attack, the assassin halves the attack's damage against it.
The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
The assassin makes one Poison Blade attack.
The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin's choice in that area takes 9 (2d8) psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin's next turn.