Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 18 (+1 studded leather)
Hit Points 240 (32d8 + 96)
Speed 30 ft.
STR
11 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +10, INT +7, WIS +6
Damage Resistances Poison
Senses Blindsight 10 ft., Passive Perception 16
Languages Thieves' cant plus any two languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Additional Proficiencies. Disguise Kit, Poisoner's Kit, Thieves' Tools.

Alert. The better assassin has an additional +5 Bonus to initiative rolls, cannot be surprised unless Unconscious, and other creatures don’t gain advantage on attack rolls against it as a result of being unseen.

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.

Blind Senses. The better assassin can't use its Blindsight whileDeafened.

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 better assassin deals an extra 28 (8d6) 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 better assassin makes two melee attacks, or two ranged attacks.

+1 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 31 (7d8) poison damage and is Poisoned until the end of the assassin’s next turn on a failed save, or half as much damage and is not Poisoned on a successful one.

Bonus Actions

Cunning Action. On each of its turns, the better assassin can use a bonus action to take the Dash, Disengage or Hide action.

Reactions

Uncanny Dodge. When a creature the better assassin can see hits it with an attack, the better assassin can use its reaction to halve the attack’s damage against it.

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

Monster Tags: NPC

Habitat: Urban

IamSposta

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