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<title>Master Assassin</title>
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<h1>Master Assassin</h1>
<p><em>Medium</em> <em>Humanoid</em></p>
<ul>
<li><strong>Armor Class:</strong> 18</li>
<li><strong>Hit Points:</strong> 143 (22d8+44)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 17 (18,000 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 469</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>20 (+5)</td>
<td>20 (+5)</td>
<td>14 (+2)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +11, Int +8, Wis +7</li>
<li><strong>Skills:</strong> acrobatics +11, deception +7, perception +7, sleight +0, stealth +11</li>
<li><strong>Senses:</strong> blindsight 20 ft., darkvision 60 ft., passive Perception 17</li>
<li><strong>Languages:</strong> any three</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Crossbow Expert:</strong> The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.</li>
<li><strong>Deadly Poison:</strong> As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition.</li>
<li><strong>Death Strike (1/Turn):</strong> When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes.</li>
<li><strong>Epic Assassinate:</strong> During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn.</li>
<li><strong>Evasion:</strong> When the master 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 master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The master assassin attacks twice.</li>
<li><strong>Shortsword:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.</li>
<li><strong>Light Crossbow:</strong> Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.</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>
</ul>
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