Master Thief A5E
CR 17 humanoid
Medium humanoid, chaotic evil
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.
The master thief takes two bonus actions on each of their turns.
As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour
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.
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.
Actions
The master assassin attacks twice.
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.
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.
Bonus Actions
The assassin takes the Dash, Disengage, Hide, or Use an Object action.
The assassin attacks with their shortsword.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details