b'Future Assassin \n'b'  Medium   humanoid  ( human ),  chaotic evil  \n'b'  Armor Class  20 ( Intelligence )  Hit Points  270 (36d8+108)  Speed  40 ft. (50 ft. in combat)\n'b' STATS STR: 13 (+1) DEX:  18 (+4)  CON:  17 (+3)  INT:  22 (+6)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +11,  Int  +13,  Wis  +9,  Cha  +10  Skills   Acrobatics  +18,  Deception  +17,  Insight  +9,  Perception  +9,  Stealth  +11  Damage Immunities  psychic  Condition Immunities   charmed ,  exhaustion ,  frightened   Senses   darkvision  120 ft., passive  Perception  19  Languages  Common, Undercommon  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Cunning Action (1/Turn) . The assassin can use a bonus action to take the  Dash ,  Disengage , or  Hide  action. \n'b'  Evasion . When the assassin makes a  Dexterity  saving throw to reduce the damage of a spell or  attack , on a success he takes no damage and on a failure he takes half damage. \n'b'  Intellectual Combatant . The assassin adds his  Intelligence  bonus to his armor class (included above), and he can use a bonus action to take the  Dodge  action. \n'b'  Legendary Resistance (3/Day) . If the assassin fails a saving throw, he can choose to succeed instead. \n'b'  Technological Spellcasting . The assassin is a 15th-level spellcaster that uses  Intelligence  as his spellcasting ability (spell save DC 21; +13 to hit with spell attacks). He casts spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 30  hp  each) and his spells ignore the effects of counterspell,  dispel magic , and antimagic fields. The assassin has the following spells prepared:\n'b'\n'b'\n'b'  Cantrips :  acid splash ,  mage hand ,  minor illusion , vicious mockery \n'b'  1st (4 slots) :  entangle ,  feather fall ,  grease ,  hideous laughter  \n'b'  2nd (4 slots) :  acid arrow ,  detect thoughts ,  mirror image ,  scorching ray  \n'b'  3rd (3 slots) :  blink ,  haste ,  lightning bolt  \n'b'  4th (3 slots) :  black tentacles ,  dimension door ,  greater invisibility  \n'b'  5th (2 slots) :  animate objects ,  telekinesis  \n'b'  6th (2 slots) :  freezing sphere ,  sunbeam  \n'b'  7th (2 slots) :  delayed blast   fireball ,  plane shift  \n'b'  8th (1 slot) :  power word stun  \n'b'\n'b'  Tool Mastery . When the assassin makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +12). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The assassin attacks three times. \n'b'  Whipknife .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 11 (2d4+6) magical bludgeoning damage plus 9 (2d8) energy damage. The assassin chooses the type of energy damage (fire, force, lightning, or psychic) when he makes the  attack  roll. \n'b'  Technological Rifle (24 bullets) .  Ranged Weapon Attack : +13 to hit, range 200/800 ft., one target.  Hit : 13 (2d6+6) piercing damage plus 7 (2d6) energy damage. The assassin chooses the type of energy damage (fire, force, lightning, or psychic) when he makes the  attack  roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. He regains spent legendary actions at the start of his turn. \n'b'\n'b'  Trigger Device . The assassin activates one technological spellcasting device of 3rd-level or lower. \n'b'  Grenades (Costs 2 Actions) . The assassin throws up to 3 grenades at points he can see within 60 feet, each of which explodes in a 20-foot radius. Creatures in the area make a DC 21  Dexterity  saving throw, taking 14 (4d6) energy damage on a failed save, or half as much on a successful one. The assassin chooses the type of energy damage a grenade deals (fire, force, lightning, or psychic) when he throws a grenade. \n'b'  Summon Minions (Costs 2 Actions) . The assassin pulls out a ball of machinery and throws it up to 20 feet. When the ball lands, it transforms into a creature determined by rolling a d8 (1-ankylosaurus, 2- basilisk , 3-giant scorpion, 4- hell hound , 5- manticore , 6- nightmare , 7- owlbear , 8-yeti). The creature is a construct with immunity to  exhaustion , poison, and the  charmed ,  frightened , and  stunned  conditions. The creature acts on the assassin\xe2\x80\x99s turn. At the start of each of his turns he can command (no action required) how the creature moves and what action it takes, or to give it general orders, such as to  attack  his enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. \n'b'\n'b' ABOUT \n'b' Despite how impossible the endeavor may seem, throughout reality there are some killers able to slay even god-like beings-for the right price. The temporally gifted among them are known as future assassins and they are notoriously difficult to reliably contact and even harder to hire. The secrets behind doing so (where to leave the contract, what to offer, what language to chisel it in) are alone worth a kingdom\xe2\x80\x99s fortune, and whatever their payment is, it must be truly unique and well-protected otherwise they\xe2\x80\x99d just take it for themselves. \n'b' Future assassins nearly always come in pairs and only very rarely accept a contract alone, yet they never ally themselves with other creatures-instead two versions of the same killer are plucked from different points in time, ensuring that there can be no breach of loyalty and that their trust in each other is positively absolute as any act of betrayal would be treachery to oneself. \n'b' With the help of complex sensors these hired murderers wait for the right moment to strike and always do so from different directions, often with the second to  attack  positioned in enfilade to whatever cover is nearest their assault zone. \n'b' What sets future assassins apart and often allows them to succeed where more traditional killers fail is their access to advanced technology that is practically as powerful as the most potent archmagic. When combat begins they are always under the cover of  greater invisibility , summoning minions to keep their targets busy or using grenades to force groups to scatter for  cover . Collateral damage is not a concern for them either-a future assassin won\xe2\x80\x99t hesitate to endanger bystanders if it means getting a killshot or keeping defenders too occupied to effectively respond.'