b'Clockwork Assassin \n'b'  Family:   Clockwork  \n'b' APPEARANCE \n'b' The ticking of their gears is all the warning some victims ever hear. \n'b'  Medium   construct ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  99 (18d8 + 18)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX:  17 (+3)  CON:  12 (+1)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +6,  Constitution  +4  Skills   Acrobatics  +6,  Stealth  +9,  Investigation  +4,  Perception  +4,  Survival  +4  Damage Immunities  lightning, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  14  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Assassinate . During its first turn, the 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'  Explosive Core . When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13  Dexterity  saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'  Clockwork Immutable Form . The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form. \n'b'  Magic Resistance . The assassin has advantage on saving throws against spells and other magical effects. \n'b'  Psychic Susceptibility . If the assassin takes psychic damage, it has disadvantage on  attack  rolls, saving throws, and ability checks until the end of its next turn. \n'b'  Sneak Attack (1/Turn) . The assassin deals an extra 10 (3d6) 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 and the assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'  Standing Leap . The assassin\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The clockwork assassin makes two rapier attacks. \n'b'  Rapier .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15  Constitution  saving throw or take 11 (2d10) poison damage and be  poisoned  for 1 minute. \n'b'  Disassembly . The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can\xe2\x80\x99t  attack  and  attack  rolls against it have advantage. \n'b'\n'b' ABOUT \n'b' Clockwork servants, soldiers, and even killers exist in societies with sufficiently advanced metallurgy and schools of clockwork magic. \n'b'  Construct Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Single-minded Killers . A deadly, sentient tool and a lucrative investment for those who would hire them out, a clockwork assassin is a cold and efficient killer with no concern for its own well being.'