Assassin
Medium Humanoid
- Armor Class: 16
- Hit Points: 97 (15d8+30)
- Speed: walk 35 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie, page 467
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +4
- Skills: acrobatics +6, deception +4, perception +4, stealth +6
- Senses: blindsight 10 ft., darkvision 30 ft., passive Perception 14
- Languages: any two
Special Abilities
- Assassinate: During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
- Dangerous Poison: As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
- Evasion: When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
- Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
- Assassins specialize in dealing quiet: While some kill for pay, others do so for ideological or political reasons.
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