Tarkanan Assassin

(Eberron: Rising from the Last War)

Medium humanoid (any race), Lawful NX Chaotic NY Evil

Armor Class15 (studded leather armor)
Hit Points45 (7d8 + 14)
Speed30 ft.
STRDEXCONINTWISCHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
Saving Throws—
SkillsAthletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 14
LanguagesCommon, Thieves' cant
Challenge2

Traits

Unstable Mark.

When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack.

The assassin makes two shortsword attacks.

Shortsword.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Fire Bolt (Cantrip).

Ranged Spell Attack Roll: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Chromatic Orb (1/Day).

Ranged Spell Attack Roll: +4 to hit, range 90 ft., one creature. Hit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.

Innate Spellcasting

The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt

1/day: chromatic orb