Assassin

Medium Humanoid (Any Race) , Any Non-Good Alignment
• Armor Class: 15
• Hit Points: 78 (12d8+24)
• Speed: 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

• Saving Throws: Dex +6, Int +4
• Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
• Resistances: poison
• Languages: Thieves' cant plus any two languages
• Challenge: 8 (3900 XP)
• Environments: Arctic, Cave, Coast, Desert, Dungeon, Forest, Grassland, Mountain, Ruins, Swamp, Underground, Urban

• 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.