Assassin

Medium or Small Humanoid, Neutral
Initiative +10 (20)
AC 16
HP 97 (15d8 + 30)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
11
+0
+0
Dex
18
+4
+7
Con
14
+2
+2

Int
16
+3
+6
Wis
11
+0
+0
Cha
10
+0
+0

Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common, Thieves' cant
CR 8 (XP 3 900; PB +3)
Traits

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 save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.

Actions

Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.

Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn.

Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.

Bonus actions

Cunning Action. The assassin takes the Dash, Disengage, or Hide action.

Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them break into secure areas or avoid capture. Many assassins adhere to a professional code or exhibit some signature quirk.
Habitat: Any
Treasure: Individual, Implements
Monster Manual 2024
  1. DnD 2024 Monsters › Assassin
Assassin