b'Skeleton Assassin \n'b'  Family:   Skeletons  \n'b'  Medium   undead ,  alignment of controller  \n'b'  Armor Class  14 (leather)  Hit Points  42 (8d8 +16)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  16 (+3)  CON:  14 (+2)  INT:  6 (-2)  WIS:  8 (-1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +7  Damage Vulnerabilities  bludgeoning  Damage Resistance(s)  piercing, slashing damage  Damage Immunities  poison  Condition Immunities  poisond,  exhaustion   Senses   darkvision  60 ft., passive perception 13  Languages  none, but they understand the language of their controller  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Assassinate . During its first turn, the skeleton assassin has advantage on  attack  rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. \n'b'  Evasion . If the skeleton 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. \n'b'  Sneak Attack . Once per turn, the skeleton assassin deals an extra 14 (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 feet of an ally of the assassin that isn\xe2\x80\x99t  incapacitated  so long as the assassin doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Undead Nature . A  skeleton  assassin doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The skeleton assassin can make two attacks per turn. \n'b'  Rapier .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d8 + 0) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Light Crossbow .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 4 (1d8 + 0) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Often roaming battlefields, skeletons haunt the bravest soldiers\xe2\x80\x99 dreams. These creatures are of limited intelligence, only retaining whatever skills and classes the skeleton possessed in life. They strictly obey orders and will not act without them. Popular with necromancers, they are primarily used as guards and servants. They cannot perceive other undead, and never respond to them as a threat. \n'b' Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain. Like constructs, skeletons obey commands to the best of their abilities and can follow complicated instructions if \xe2\x80\x98the orders are something they would have understood in life. They cannot communicate in any way. \n'b' Skeletons are used for the most menial of household labor, as standing guards, or as a personal army of undead. They only perform these tasks with the skill level the skeleton possessed in life. Therefore, the necromancer who controls them can order warrior skeletons to cook and clean, and peasant skeletons to fight, but they will function poorly because they do not possess those skills.'