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<title>Spymaster</title>
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<body>
<h1>Spymaster</h1>
<p><em>Medium</em> <em>Humanoid</em></p>
<ul>
<li><strong>Armor Class:</strong> 16</li>
<li><strong>Hit Points:</strong> 97 (15d8+30)</li>
<li><strong>Speed:</strong> walk 35 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 468</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Int +4, Wis +4</li>
<li><strong>Skills:</strong> acrobatics +6, deception +4, perception +4, stealth +6</li>
<li><strong>Senses:</strong> blindsight 10 ft., darkvision 30 ft., passive Perception 14</li>
<li><strong>Languages:</strong> any two</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Assassinate:</strong> During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.</li>
<li><strong>Dangerous Poison:</strong> As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.</li>
<li><strong>Evasion:</strong> When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.</li>
<li><strong>Sneak Attack (1/Turn):</strong> The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Shortsword:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Hand Crossbow:</strong> Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Cunning Action:</strong> The assassin takes the Dash, Disengage, Hide, or Use an Object action.</li>
<li><strong>Rapid Attack:</strong> The assassin attacks with their shortsword.</li>
<li><strong>Don Disguise:</strong> The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails.</li>
<li><strong>Study Adversary:</strong> The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/a5e_monstrous_menagerie/spymaster-a5e.md">Markdown Format</a></p>
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