Corvum Assassin

Medium Humanoid (Corvum), Lawful Neutral

Armor Class

15 (studded leather)

Hit Points

54 (12d8)

Speed

walk 30 ft.

Saves

dex +6, int +5

Skills

Insight +5, Nature +5, Perception +8, Stealth +9

Languages

Birdfolk, Thieves' Cant, and any one other language. Can also understand Auran but can't speak it

Challenge

5

Proficiency Bonus

+3

Glide

When falling at least 10 feet, the assassin can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).

Talons

The assassin has advantage on Strength (Athletics) checks made to climb any surface their talons could reasonably grip.

Assassinate

During their first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Sneak Attack

Once per turn, the assassin deals an extra 10 (3d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Skulker

The assassin has advantage on Dexterity (Stealth) checks made in dim light or darkness.

Actions

Multiattack

The assassin makes two melee attacks: one with their shortsword and one with their dagger. Or the assassin makes two ranged attacks with their daggers.

Talons

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.