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. 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.
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.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Perhaps they wasn’t considered different enough to have their own entries.
I’m afraid I don’t have the Tome of Foes, are those just assassins with cult of Levistus or Baphomemt traits?
powerful weapons!
Except that the damage dice for the poison are delivered by the critical hit (the attack), there's just an additional saving throw to allow you to take half damage from those die. The poison damage die are still part of the attack, not part of a saving throw like they would be with the Fireball spell or something.
To each their own, but I still think the poison die should be doubled. It is ultimately part of the attack.
He's talking about poison, basic (vial), which does NO damage if the target makes the saving throw. The assassin's poison damage (which is clearly wyvern poison (injury)) deals damage no matter what, so that amount is doubled and then the target can save for that damage to be halved.
So if an assassin surprises an adventurer and hits with two shortsword attacks (and the adventurer fails the DC 15 Constitution saving throw) then the Assassin does 120+ hit points of damage in one turn? And the Assassin gets normal initiative for the next turn? That seems pretty OP.
32*2
It’s more like 90+ points of damage, but yes that is indeed really terrifying.
I actually have to wonder how any kings survive with these guys around.
The average damage is 87 (if the poison doubles on a crit) or 62.5 (if it doesn't).
Precisely. And, that’s just on its first hit.
Indeed, it's only on the first hit. The assassin must do this on the first round.
One killed my sister's level five character in one hit
instant Kill
It depends on the dm some people crit with everything others dont. I personally use the whole extra damage for both players and enemies since it beefs up things that get crits a lot more.
Would there be any way to make this a lower challenge rating? I want my party to fight one of these but I don’t want to make it a super hard challenge.
You could easily adjust the stats.. just watched an older vid of Matt Colville ( Monkeying With Monsters, Running the Game ) in order to find inspiration. in my case to buff them up but he explains clearly enough both sides of the modifications.
Remember, all the monsters/NPC's in the books are for inspiration. You are the DM of your world / adventure. Hope my advice helped :)
Some combination of appeasement, very good security, and having a few of these guys of their own on retainer probably.
imagine one that only rolled ones
Very fun used it to bully a party of rouges as a DM
****
To lower the challenge rating, you have a few options:
- Remove the multi-attack (makes the assassin less likely to down your whole party but doesn't affect their ability to kill a single character)
- Take away their poison damage entirely (for a low-level party) or reduce the damage and/or saving throws (for an intermediate-level party)
- Reduce the sneak attack damage (probably in addition to reducing the poison damage, both of which reduce the potential for instant kills on critical hits)
- Play the assassin badly, or add environmental advantages for the characters (such as having the assassin only sneak attack characters who can tank the hit, or be caught unawares by the party instead of the other way around, or be in an area where they have limited time before the town watch descends upon them)