Assassin

Assassin

Medium humanoid (any race)

8
Challenge Rating
3900 XP

An assassin is a highly skilled and shadowy individual who specializes in the art of stealth, infiltration, and precise killing. Clad in dark clothing and concealed weapons, they move through the shadows with unmatched grace and deadly intent. Assassins are masters of deception, blending seamlessly into their surroundings and striking swiftly and silently when the opportunity arises.

Their training encompasses a wide range of skills, including proficiency in various weapons, poisons, and unarmed combat techniques. They possess keen observation skills, allowing them to gather information, identify vulnerabilities, and plan their strikes with meticulous precision. Assassins are adept at utilizing their environment to their advantage, using cover, distractions, and traps to eliminate their targets without raising suspicion.

Assassins often operate as covert agents, employed by secretive organizations or powerful individuals. They excel in eliminating high-profile targets, be they political figures, dangerous criminals, or enemies of their employers. Their methods are ruthless and efficient, aiming for quick, clean kills that leave little evidence behind.

Due to their dangerous and clandestine nature, encountering an assassin is a chilling prospect, as they strike swiftly and vanish into the darkness, leaving only uncertainty and fear in their wake.

Special Abilities

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 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: 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.
Armor Class: 15 (armor: Studded Leather Armor)
Hit Points: 78 (12d8+24)
Speed: 30 ft. (walk)
str
11
+0
dex
16
+3
con
14
+2
int
13
+1
wis
11
+0
cha
10
+0
Damage Resistances: poison
Proficiency Bonus: +3

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: INT +4
  • Skill: Acrobatics +6
  • Skill: Deception +3
  • Skill: Perception +3
  • Skill: Stealth +9

Senses

  • Passive Perception: 13
Languages: Thieves' cant plus any two languages
Environment: Urban

Credits: SRD 5.1