Spymaster A5E
CR 7 humanoid
Medium humanoid, chaotic evil
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.
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.
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.
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.
Actions
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
The assassin takes the Dash, Disengage, Hide, or Use an Object action.
The assassin attacks with their shortsword.
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.
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.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details