Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 21 (+1 studded leather)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
11 (+0)
DEX
26 (+8)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
23 (+6)
Saving Throws DEX +13, CHA +11
Skills Acrobatics +13, Deception +11, Perception +5, Stealth +18
Damage Resistances Poison
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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.

Magical Blade. The Assassin's shortsword attacks count as magical for overcoming resistance.

Double Sneak Attack. Up to twice per turn, the assassin deals an extra 42 (12d6) 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.

Polymorphine. As an action the assassin can choose to alter their body to become 1 foot shorter or taller, they and can become thin, fat, or in between. They can't change your body type, so they must adopt a form that has the same basic arrangement of limbs however they can change to look like any humanoid race within these parameters.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 8) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 13 (1d8 + 8) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 31 (9d6) 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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2022 8:43:11 PM
0
1
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Coming Soon

Monster Tags: NPC

Habitat: Urban

LoganBlack

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