Assassin
Armor Class 15
Hit Points 78 (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+6, 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
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 (1/Turn).
- The assassin deals an extra 13 (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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
- Multiattack.
- The assassin makes two shortsword attacks.
- Shortsword. Melee/Ranged Weapon Attack: +6 to hit.
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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.
- Light Crossbow. Melee/Ranged Weapon Attack: +6 to hit.
- 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.