Assassin

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Assassin

Monster Level: 14
Medium. Humanoid
STR DEX END AWR INT CHA
2 6 2 5 3 0
Ref: 16 Fort: 12 Ant: 15 Log: 13 Will: 10
Armor Rating 14 (Evasive) Resist Toxic 3
Hit Points 55 Senses Darkvision 30 ft
Speed 30 ft, Climb 30 ft
Skills (STR) Sprinting +4; (DEX) Balancing +6, Contorting +4, Sneaking +8; (AWR) Eavesdropping +4, Investigating +2, Perceiving +6, Tracking +4
Features
Sneak Attack. When the Assassin has TA against a target, it deal 14 (4d6) additional damage.
Ambusher. The Assassin has +8 Initiative rolls. When it hits a creature that has not yet acted in Initiative, it counts as a crit.
Actions

The Assassin can take THREE of the following actions, or take the same action three times.

Move. The Assassin can move up to its speed

Dagger. Thrown (20 ft) One-handed Weapon. +6 vs AR. Hit: 8 (1d4+6) sharp.

Aim. The Assassin give itself TA against a target it can see within 60 ft of it.

OR the Assassin can take ONE of the following actions...

Move. The Assassin can move up to its speed

Dagger. Thrown (20 ft) One-handed Weapon. +6 vs AR. Hit: 8 (1d4+6) sharp.

Aim. The Assassin give itself TA against a target it can see within 60 ft of it.

...AND take ONE of the following actions.

Heavy Crossbow. Ranged 500 ft Two-handed Weapon. +6 vs AR. Hit: 11 (1d10+6) sharp.

Poison. The Assassin coats a dagger or crossbow bolt with poison. The next time it hits with an attack, it deals an additional 7 (2d6) toxic damage.

OR the Assassin can take TWO of the following actions, or take the same action twice.

Heavy Crossbow. Ranged 500 ft Two-handed Weapon. +6 vs AR. Hit: 11 (1d10+6) sharp.

Poison. The Assassin coats a dagger or crossbow bolt with poison. The next time it hits with an attack, it deals an additional 7 (2d6) toxic damage.

Reactions
Retreat (1/Round). When a creature misses the Assassin with an attack, the Assassin can move up to its speed