Assassin

Medium or Small Humanoid, Neutral

AC 16     Initiative +10 (20)
HP 97 (15d8 + 30)
Speed 30 ft.

Ability Scores
STR 11 (+0) Save +0    DEX 18 (+4) Save +7    CON 14 (+2) Save +2
INT 16 (+3) Save +6    WIS 11 (+0) Save +0    CHA 10 (+0) Save +0

Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common, Thieves’ Cant
CR 8 (XP 3,900; PB +3)

Traits
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 save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions
Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.

Shortsword. Melee Attack: +7, reach 5 ft. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.

Light Crossbow. Ranged Attack: +7, range 80/320 ft. Hit: 8 (1d8 + 4) piercing damage plus 21 (6d6) poison damage.

Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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