b'Ratatosk Assassin \n'b'  Family:   Ratatosk  \n'b'  Tiny   celestial ,  chaotic neutral  \n'b'  Armor Class  14  Hit Points  63 (18d4 + 18)  Speed  20 ft., climb 20 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX:  18 (+4)  CON:  12 (+1)  INT:  17 (+3)  WIS:  10 (+0)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +5,  Cha  +7  Skills   Deception  +7,  Persuasion  +7,  Stealth  +7  Damage Resistances  bludgeoning, piercing, and slashing damage from nonmagical weapons  Senses   darkvision  60 ft., passive  Perception  10  Languages  Celestial, Common; telepathy 100 ft.  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Evasion . The ratatosk assassin can nimbly dodge out of the way of certain area effects. When they are subjected to an effect that allows them to make a  Dexterity  saving throw to only take half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. \n'b'  Innate Spellcasting . The ratatosk\xe2\x80\x99s spellcasting attribute is  Charisma  (save DC 14). They can innately cast the following spells without requiring material or somatic components.\n'b'\n'b'\n'b'  At will :  minor illusion ,  true strike , vicious mockery \n'b'  1/day each :  longstrider ,  silence  \n'b'  3/day :  disguise self  \n'b'\n'b'  Pack Tactics . The ratatosk assassin has advantage on an  attack  roll against a creature if at least one other ratatosk is within 5 feet of the creature and the other ratatosk is not  incapacitated . \n'b'  Skitter . The ratatosk can take the  Dash ,  Disengage , or  Hide  action as a bonus action on each of their turns. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ratatosk assassin makes two curved dagger attacks (melee or ranged) or one dagger  attack  and one gore  attack . \n'b'  Curved Dagger .  Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft or 20/60 ft., one target.  Hit : 6 (1d4 + 4) piercing damage. The target must make a DC 14  Constitution  saving throw. On a failed save, the target takes 10 (3d6) poison damage and is  poisoned . On a successful saving throw, the target takes half as much and is not  poisoned . A  poisoned  target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b'  Gore .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 1 piercing damage plus 14 (4d6) psychic damage. \n'b'  Psychic Strike (Recharge 5\xe2\x80\x936) . The assassin delivers a quick slashing blow to the mind of a single creature within 30 feet. The target must make a DC 14  Charisma  saving throw, taking 31 (9d6) psychic damage on a failed saving throw or half as much on a successful saving throw. \n'b'\n'b' REACTIONS \n'b'\n'b'  Nimble Reposition . When a creature the ratatosk assassin can see hits them with an  attack , the assassin can move up to their normal movement without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Most hidden blades work in pairs and excel at infiltrating secure camps or structures, launching coordinated strikes at any who pose a threat to the World Tree. Others, however, break away from traditional ratatosk society and venture forth to make their way as hired killers. Hidden blade ratatosk typically have darker colorations either naturally or by the application of dyes distilled from acorns.'