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Assassin

Medium Humanoid (any race, Any

Armor Class 15 (Studded Armor)
Hit Points 78 12d8+24
Speed: 30 ft Swim: 10 ft Climb: 15 ft

STR

11
( +0 )

DEX

16
( +3 )

CON

14
( +2 )

INT

13
( +1 )

WIS

11
( +0 )

CHA

10
( +0 )

Saving Throws Dex d20+6 , Int d20+4
Skills Acrobatics d20+6 , Deception d20+3 , Perception d20+3 , Stealth d20+9
Damage Resistances Poison
Senses Passive perception 13
Languages Thieves' Cant + Any two
Challenge Rating 8

Description

Trained in the use of poison, assassins are remorseless killers who work for nobles, guild masters, sovereigns, and anyone else who can afford them.


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. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attacking 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 d20+6 , 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 on a successful one.    Light Crossbow. Ranged Weapon Attack:+6 to hit d20+6 , reach 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 on a successful one.


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