Assassin.png
[binary data, 23,751 bytes]
The Assassin is a Medium humanoid, any with the following characteristics:
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

. This creatures statististics are as follows:
- Armor Class: 15 (Studded Leather)- Hit Points: 78 (12d8 + 24) - Speed: 30 ft. - Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9- Senses: Passive Perception 13- Languages: Thieves' cant plus any two languages- Challenge Rating: 8 (3,900 XP)- Strength: 11 - Dexterity: 16 - Constitution: 14 - Intelligence: 13 - Wisdom: 11 - Charisma: 10 
The Assassin has the following special abilities:
 <p><em><strong>Assassinate.</strong></em> 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. </p><p><em><strong>Evasion.</strong></em> 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. </p><p><em><strong>Sneak Attack.</strong></em> Once per turn, the assassin deals an extra 14 (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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</p>The Assassin can take the following actions:
 <p><em><strong>Multiattack.</strong></em> The assassin makes two shortsword attacks. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 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. </p><p><em><strong>Light Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 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.</p>