b'Faceless \n'b'  Medium   fiend ,  chaotic evil  \n'b'  Armor Class  18  Hit Points  132 (24d8 + 24)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  12 (+1)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Wis  +8  Skills   Athletics  +8,  Acrobatics  +12,  Sleight of Hand  +12,  Stealth  +12,  Investigation  +11,  Insight  +12,  Perception  +12,  Survival  +12,  Deception  +10,  Intimidation  +10,  Persuasion  +10  Senses   darkvision  60 ft., passive  Perception  22  Languages  Abyssal, telepathy 120 ft.  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Anonymous . Any eyewitness to an  attack  committed by a faceless must make a DC 22  Wisdom  saving throw when recalling the crime. On a failure, the witness falsely remembers that the crime was committed by either a random stranger or by an individual that the witness believes most likely to have committed the crime. \n'b'  Assassinate . During its first turn, the faceless 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'  Blur . The outline of the faceless shifts and shimmers as if under a  blur  spell. Attacks against the faceless are at disadvantage. Attackers that do not rely on sight or that can see through illusions are immune to this effect. \n'b'  Evasion . If the faceless 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 (1/turn) . The faceless deals an extra 16 (5d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within five 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'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The faceless makes two Dagger attacks. \n'b'  Dagger .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) piercing damage, and the target must make a DC 18  Constitution  saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' No one is entirely sure where the fiendish race known as the faceless comes from, only that they are evil beings that appear to revel in \xe2\x80\x93 and possibly draw sustenance from \xe2\x80\x93 acts of murder and violence. Possessed of a natural ability to conceal their identity, the faceless leave behind a trail of chaos, fear, and suspicion. Witnesses to crimes committed by a faceless \xe2\x80\x93 and those few who survive their deadly attacks \xe2\x80\x93 invariably recall the perpetrator differently, usually as the individual they think most likely to have committed the offense. \n'b' Dark rites and sacrifice can summon the faceless and task them with assassinations and acts of terror. They are especially well-suited to such rituals, as they rarely ask for much in the way of payment, save the ability to commit their bloody and repellent crimes. Calling on the faceless is not entirely without risk, however, as some stories tell of a faceless turning on its summoner once its killings and other mayhem is complete.'