Assassin
Medium Humanoid any non-good alignment
- Armor Class: 15 (studded leather)
- Hit Points: 78 (12d8+24)
- Speed: walk 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: 5.1 SRD (2015 MM), page 396
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
16 (+3) |
14 (+2) |
13 (+1) |
11 (+0) |
10 (+0) |
- Saving Throws: Dex +6, Int +4
- Skills: acrobatics +6, deception +3, perception +3, stealth +9
- Damage Resistances: poison
- Senses: passive Perception 13
- Languages: Thieves' cant plus any two languages
Special Abilities
- Assassinate: During its first turn, the assassin 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.
- Evasion: If the assassin 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.
- Sneak Attack (1/Turn): The assassin deals an extra 13 (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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
- Multiattack: The assassin makes two shortsword attacks.
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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