b'Planar Assassin \n'b'  Medium   humanoid  ( human ),  neutral  \n'b'  Armor Class  21 (leather armor)  Hit Points  299 (26d8+182)  Speed  60 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX:  30 (+10)  CON:  25 (+7)  INT:  15 (+2)  WIS:  13 (+1)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +12,  Con  +14,  Wis  +8  Skills   Athletics  +17,  History  +9,  Insight  +8,  Perception  +8,  Stealth  +24,  Survival  +15  Damage Resistances  acid, cold, lightning; bludgeoning, piercing, slashing  Damage Immunities  fire  Condition Immunities   charmed ,  frightened   Senses   darkvision  120 ft., passive  Perception  18  Languages  Common, Undercommon, any 8 other languages  Challenge  24 (62,000 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'  Innate Spellcasting . The assassin\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : hellish rebuke,  misty step  \n'b'  5/day each :  fireball ,  plane shift  \n'b'  3/day each :  locate creature ,  pass without trace  \n'b'  2/day each :  wall of fire  \n'b'\n'b'  Legendary Resistance (3/Day) . If the assassin fails a saving throw, he can choose to succeed instead. \n'b'  Pain Threshold . Any attacks or spells that deal 7 points of damage or less do not deal any damage to the assassin. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The assassin attacks three times. \n'b'  Flaming Blades . Melee o.  Ranged Weapon Attack : +17 to hit, reach 5 ft. or range 90/180 ft., one target.  Hit : 26 (2d12+13) magical slashing damage plus 18 (4d8) fire damage. \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'  Attack . The assassin makes an  attack . \n'b'  Healing Potion . The assassin drinks a potion and regains 28 (8d4+8)  hit points . \n'b'  Enflame Armaments . The assassin chooses up to 3 manufactured metal objects, such as a metal weapon or a suit of heavy or medium metal armor, that he can see within 100 feet. The objects glow red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the assassin uses another legendary action, he can use this legendary action on each subsequent round to cause this damage again. If a creature is holding or wearing an enflamed object and takes the damage from it, the creature must succeed on a DC 20  Constitution  saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object, it has disadvantage on  attack  rolls and ability checks until the start of its next turn. \n'b'\n'b' ABOUT \n'b' In retirement the highest paying jobs for adventurous rogues all end with one thing: a creature\xe2\x80\x99s death. Planar assassins are warriors that have accepted the lordship of a ruler of a plane of existence. Most of these lethal killers reside on the Plane of Fire but each of the elemental planes has coerced or persuaded counterparts to do the same-alter any trait or spell that deals fire damage to deal acid, cold, or lightning damage instead, and change the assassin\xe2\x80\x99s fire immunity to match.'