Sources
CR
Type
Size
Alignment
Movement

Tarkanan Assassin

Medium Humanoid (any race), Lawful Evil

Armor Class 15 (studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
12
+1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
11
+0
Skills Athletics +3, Deception +2, Perception +4, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Thieves' cant
Challenge 2 (450 XP)

Traits

Unstable Mark. When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.

Spellcasting

Innate Spellcasting. The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt

1/day: chromatic orb

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit:11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Chromatic Orb (1/Day). Ranged Spell Attack: +4 to hit, range 90 ft., one creature. Hit:18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.

Lore

Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.