b'Kobold Assassin \n'b'  Family:   Kobold  \n'b'  Small   humanoid  (kobold),  lawful evil  \n'b'  Armor Class  16 (+1 studded leather armor)  Hit Points  49 (9d6 + 18)  Speed  30 ft.\n'b' STATS STR: 8 (-1) DEX:  15 (+2)  CON:  14 (+2)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +4,  Intelligence  +2  Skills   Deception  +2,  Perception  +2,  Sleight of Hand  +4,  Stealth  +4  Senses  darkvision 60 ft., passive  Perception  12  Languages  Common, Draconic, Thieves\xe2\x80\x99 Cant  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Assassinate . The  kobold  assassin has advantage on  attack  rolls against any creature that hasn\xe2\x80\x99t yet acted in the combat. In addition, any hit it scores against a creature that is surprised counts as a critical hit. \n'b'  Cunning Action . The  kobold  assassin can take a bonus action on each of its turns in combat. This action can be used only to take the  Dash ,  Disengage , or  Hide  action. \n'b'  Evasion . The  kobold  assassin can nimbly  dodge  out of the way of certain area effects. When it is subjected to an effect that allows it to make a  Dexterity  saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'  Innate Spellcasting . The  kobold  assassin may cast  disguise self  on itself (spell save DC 15) 3/day with no material components. \n'b'   Pack Tactics . The  kobold  assassin has advantage on an  attack  roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Sneak Attack . Once per turn, the  kobold  assassin can deal an extra 4d6 damage to one creature it hits with a Dagger  attack  if it has advantage on the  attack  roll. It doesn\xe2\x80\x99t need advantage on the  attack  roll if another enemy of the target is within 5 feet of the target and that enemy isn\xe2\x80\x99t incapacitated. \n'b'  Sunlight Sensitivity . While in sunlight, the  kobold  assassin has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Uncanny Dodge . When an attacker the  kobold  assassin can see hits it with an attack, it can use its  reaction  to halve the  attack\xe2\x80\x99s  damage against it. \n'b'   Actions \n'b'   Multiattack . The  kobold  assassin makes two Dagger attacks (melee or ranged). \n'b'  +1 Dagger .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. The target must make a DC 15  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 damage 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'  Dagger .  Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. The target must make a DC 15  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 damage 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.'