Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (studded leather)
Hit Points 78 (11d8 + 24)
Speed 30 ft., Fly 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +8, INT +9
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
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.

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.

Actions

Spellcasting. The assassin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, poison spray, mold earth, acid splash

2/day each: earth tremor, Ray of Sickness, [Tooltip Not Found]

1/day each: acid arrow, melf's acid arrow, shatter, invisibility, wall of force, counterspell, blight

 

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

GRIFFMANSWANMAn

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