Scorpion Assassin

Medium humanoid (any race), Neutral Evil

Armor Class

17 (studded leather armor)

Hit Points

105 (14d8+42)

Speed

walk 30 ft.

Saves

Dex +8, Wis +7

Skills

Deception +6, Perception +7, Stealth +8

Damage Resistances

cold, necrotic

Damage Immunities

poison

Condition Immunities

blinded, poisoned

Senses

blindsight 10 ft.

Challenge

8

Assassinate

During its 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.

Evasion

If the scorpion assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn)

Once per turn, the scorpion assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has 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.

Spellcasting

The scorpion assassin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The scorpion assassin has the following spells prepared: • Cantrips (at will): guidance, light, mending, thaumaturgy • 1st level (4 slots): bane, command, inflict wounds, shield of faith • 2nd level (3 slots): blindness/deafness, hold person, silence • 3rd level (2 slots): bestow curse, meld into stone

Actions

Multiattack

The scorpion assassin makes two scorpion stiletto attacks.

Scorpion Stiletto

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.