Medium Humanoid (Any Race), Any Alignment
AC 15 (studded leather)    Initiative +2 (12)
HP 78 (12d8 + 24)
Speed 30 ft.
Mod Save
STR 11 +0 +5
DEX 16 +3 +10
CON 14 +2 +6
Mod Save
INT 13 +1 +4
WIS 11 +0 +0
CHA 10 +0 +0
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Resistances Poison
Immunities Deafened
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
CR 8 (XP 3,900; PB +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.

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) Sneak Attack 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[roll]4d6[/roll] and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two revolver attacks.

revolver. +6 to hit ranged attack range 50ft 4d10 piercing damage action may be used up to six times per re-load[roll]4d10[/roll]

 

Bonus Actions

re-load. the gunman reloads there gun.

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: Any

Treasure:  Individual

okley0912

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