Medium Humanoid, Any Alignment
Armor Class 14 Leather
Hit Points 18 (4d8)
Speed 40 ft., Climb 15 ft.
STR
13 (+1)
DEX
13 (+1)
CON
17 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +3, CON +5
Skills Acrobatics +7, Sleight of Hand +2
Senses Passive Perception 15
Languages All Depends from where the creed assassin came from and what species it is
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Surprise attack. If the creed assassin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Disengaging save. When the creed assassin reaches less than half its lives, it makes a DC 13 dexterity saving throw. If the saving throw is successful then the assassin can disengage. While the assassins disengaged it can roll a 1d8 dice and add the number to its lives.

Actions

Poison. If the creed assassins first attack hits, roll a d20. If the number is below 10 plus the targets Constitution saving throw the target takes 5 (2d4) poisoning damage per turn. The target may make a Constitution saving throw at the end of their turn to end the effect early.

Multiattack. The creed assassin can make two melee attacks

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage. 

Hand crossbow. RangedWeapon Attack: +3 to hit, range 30/120 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage.

Description

Creed assassins are unaligned killers who can be hired to hunt down people. Creed assassins are strongly bonded to their creed, family, and teacher.

Previous Versions

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7/23/2023 4:33:10 AM
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