Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (Studded Leather)
Hit Points 35 (6d8 + 8)
Speed 35 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +3, Perception +3, Stealth +3
Senses Passive Perception 14
Languages Thieves' Cant Thieves' Cant, any two language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Sneak Attack. Once per turn, the Bandit (Assassin) deals an extra 6 (2d6) damage when it hits a target with a weapon attack when it has the advantage on the attack roll.

Evasion. If the Bandit (Assassin) is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Combat Tactics. The Bandit (Assassin) has advantage on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.

Ambusher. The Bandit (Assassin) has advantage on attack rolls against any creature that is surprised or have not yet taken its turn that round.

Skulker. The Bandit (Assassin) is an expert at slinking through shadows. When it is hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal it's position. Dim light doesn't impose disadvantage on its Wisdom (Perception) checks relying on sight.

Actions

Multiattack. The Bandit (Assassin) makes makes two melee and/or non-crossbow ranged attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Poisoned Daggers. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 4 (1d4+1) poison damage. The target must make a DC 10 Constitution saving throw, or be poisoned for 1 hour. The save can be repeated at the end of each of the creature's turn

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Cunning Action. On each of its turns, the Bandit (Assassin) can use a bonus action to take the Dash, Disengage, or Hide action.

Reactions

Dodge. As an reaction, the Bandit (Assassin) adds 2 to its AC against one melee attack that would hit it. To do so, the Bandit (Assassin) must see the attacker.

Description

Bandit (Assassin) rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. These Bandit (Assassin) specialize in attack from the shadows and at range.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Stalbu