Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (studded leather)
Hit Points 90 (12d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
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 8 (3,900 XP)
Proficiency Bonus +3
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.

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.

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma.

Spellcasting. The warlock is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp

1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, invisibility, detect thoughts, fly, dissonant whispers, summon lesser demons, [spell]shadow blade/spell]

Devil’s Sight

 You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Mask of Many Faces 

You can cast disguise self at will, without expending a spell slot.

 

 

Actions

Multiattack. The assassin makes two shortsword attacks.

Nine Lives Stealer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) 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: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) 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.

Monster Tags: NPC

Habitat: Urban

KenJos

Comments

Posts Quoted:
Reply
Clear All Quotes