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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Assassin/

Assassin

Assassin

Medium humanoid, any non-good alignment
  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8)
  • Speed 30 ft.
  • STR
    11 (+0)
  • DEX
    16 (+3)
  • CON
    14 (+2)
  • INT
    13 (+1)
  • WIS
    11 (+0)
  • CHA
    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
  • Challenge 8 (3,900 XP)
  • 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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