Assassin
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any non-good alignment |
Armor Class | 15 (Studded Leather) |
Hit Points | 78 (12d8 + 24) |
Combat Rating | 8 CR |
Speed | 30 ft |
Senses | Passive Perception 13 |
Languages | Thieves' Cant plus any two languages |
Damage Resistances | poison |
Skills
Proficiencies: Acrobatics, Deception, Perception
Expertise: Stealth
Acrobatics
+6
Deception
+3
Perception
+3
Stealth
+9
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
When 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
Once per turn, the assassin 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.
Sneak Attack Damage: 4d6
Poison
When an Assassin lands an attack, targets 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.
Actions
Multiattack : action
The assassin makes two shortsword attacks.
Items
Armor:
Studded Leather Armor - AC 12
Crossbow (Light)
Ranged weapon Attack
+6 to hit, range (undefined/undefined) ft., one target. Hit: 1d8 + 3 Piercing damage.
Rolls:
Attack: 1d20 + 6
Damage: 1d8 + 3
Shortsword
Melee weapon Attack
+6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 Piercing damage
Rolls:
Attack: 1d20 + 6
Damage: 1d6 + 3
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