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 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). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions: Multiattack. The assassin makes two short sword attacks.
Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Actions
Actions
Dagger. Finess or (20/60) Ranged Attack +9 to hit, 1d4 +3 piercing damage.
Spell Save DC:19, +11 to hit w/spell attacks
Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
2nd Level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball
4th Level (3 slots): Blight, Dimension Door
5th Level (3 slots): Cloudkill, Scrying
6th level (1 slot): Disintegrate, Globe of Invulnerability
7th level (1 slot): Finger of Death, Plane Shift, OR Teleport
8th level (1 slot): Dominate Monster, Power Word Stun
9th level (1 slot): Power Word Kill
Actions
Multiattack. The veteran makes two longsword attacks. If it has a short sword drawn, it can also make a short sword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
short sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Reaction: Parry. The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.