Medium Humanoid (Goblinoid), Chaotic Evil
Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +8, INT +5, WIS +4
Skills Acrobatics +12, Athletics +10, Deception +8, Insight +4, Perception +4, Sleight of Hand +8, Stealth +12
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Goblin, Thieves' Cant
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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.

Brute. A melee weapon deals one extra die of its damage when the assassin hits with it (included in the attack).

Cunning Action. On each of its turns, the assassin can use a bonus action to take the dash, disengage, or hide action.

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.

Surprise Attack. If the 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.

Sneak Attack. Once per turn, the assassin deals an extra 28 (8d6) 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.

Reliable Talent. When the assassin rolls a 9 or lower on a skill check, it's treated as a 10.

Actions

Multiattack. The assassin makes three shortsword attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 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: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) 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.

Reactions

Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it. It must be able to see the attacker.

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

Darthvenexus

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