Talewrite

Assassin

Medium or small humanoid, neutral · 2024 rules, SRD 5.2

Armor Class
16 (studded leather armor)
Hit Points
97 (15d8+30)
Speed
30 ft.
STRDEXCONINTWISCHA
11 (+0)18 (+4)14 (+2)16 (+3)11 (+0)10 (+0)
Saving Throws
DEX +7, INT +6
Skills
Acrobatics +7, Perception +6, Stealth +10
Senses
passive perception 16
Languages
Common, Thieves' Cant
Challenge
8 (3,900 XP)

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

Also in the 2014 rules (SRD 5.1).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).