Tarkanan Assassin

Medium humanoid (any race), Any Non-Good Alignment

Armor Class

15 (studded leather armor)

Hit Points

45 (7d8+14)

Speed

walk 30 ft.

Skills

Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5

Senses

darkvision 60 ft.

Languages

Common, Thieves' cant

Challenge

2

Unstable Mark

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.

Innate Spellcasting

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

Actions

Multiattack

The assassin makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Fire Bolt (Cantrip)

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.

Chromatic Orb (1/Day)

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.