15 (studded leather armor)
45 (7d8+14)
walk 30 ft.
Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5
darkvision 60 ft.
Common, Thieves' cant
2
When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.
The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: fire bolt • 1/Day: chromatic orb
The assassin makes two shortsword attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.