Medium Humanoid (Dragonborn, Dwarf, Elf, Goblinoid, Half-Elf, Half-Orc, Human, Orc, Tiefling), Chaotic Evil
Armor Class 15 (studded leather)
Hit Points 82 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +5, INT +3
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances Poison
Senses Passive Perception 13
Languages Common, Thieves' Cant Thieves' cant plus any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Assassinate. During its first turn, the hitman has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hitman scores against a surprised creature is a critical hit.

Evasion. If the hitman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the hitman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the hitman deals an extra 10(4d4) 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 hitman that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Cunning Action. Quick thinking and agility allow the hitman to move and act quickly. It can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage or Hide action.

Actions

Multiattack. The hitman makes two dagger attacks or one shortbow attack per turn.

Dagger. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft. thrown (20/60), one target. Hit: 5 (1d4+ 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (7d4) poison damage on a failed save, or half as much damage on a successful one.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (7d4) poison damage on a failed save, or half as much damage on a successful one.

Description

Hitmen are remorseless killers, employed by the Cartel to take out prominent enemies that are too powerful or too well-protected to be bullied by common thugs.  They are trained in stealth, poison, and various other assassination techniques,  and are deadly foes.  They avoid large battles, preferring to emerge from the shadows, eliminate their target, and then disappear without a trace.  The more successful hitmen often leave a calling card of sorts, a token or small object that represents them, near the corpses of their victims.  A district capo can request the services of a Cartel hitman, but the hitman only answers to the Underboss or Don of the Cartel.

Monster Tags: NPC

Habitat: Urban

rob88scps2

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