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Andras
- STR
- 11 (+0)
- DEX
- 16 (+3)
- CON
- 14 (+2)
- INT
- 13 (+1)
- WIS
- 11 (+0)
- CHA
- 10 (+0)
During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
If Andras 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.
Andras deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Andras advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Andras makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Find this creature in the encounter builder

Source: Infernal Machine Rebuild, p. 31 - Licenses and attribution