Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (studded leather)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +7, 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 5 (1,800 XP)
Proficiency Bonus +3
Traits

Nimble Escape. The assassin can take the Dodge or Disengage actions as a bonus action.

Sneak Attack. Once per turn, the assassin deals an extra 10 (3d6) 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.

Actions

Multiattack. The assassin makes two shortsword attacks, or one light crossbow attack.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) 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: 8 (1d8 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, becoming poisoned for one hour on a failed saving throw.  If the target fails by 5 or more, or if they fail a save while already poisoned, they are immediately rendered unconscious until either they take damage, or another creature uses its action to wake them up.  Once a target is knockedunconscious with this ability,  they can't be knockedunconscious again for 24 hours.

Reactions

Uncanny Dodge. The assassin halves the damage from one attack that hits it.

Monster Tags: NPC

Habitat: Urban

NBGod_est

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