AC 16 (leather brigandine)
HP 97 (15d8 + 30; bloodied 48)
Speed 35 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Int +4, Wis +4
Skills Acrobatics +6 (+1d6), Deception +4 (+1d6), Perception +4, Stealth +6 (+1d6)
Senses blindsight 10 ft., darkvision 30 ft., passive Perception 14
Languages any two
Assassinate. During the first turn of combat, the assassin has on against any creature that hasn’t acted. On a successful hit, each creature of the assassin’s choice that can see the assassin’s attack is until the end of the assassin's next turn.
Dangerous Poison. As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
Evasion. When the assassin makes a Dexterity against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
Sneak Attack (1/Turn). The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have on the attack, or when the assassin’s target is within 5 feet of an ally of the assassin while the assassin doesn’t have on the attack.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Cunning Action. The assassin takes the Dash, Disengage, Hide, or Use an Object action.
Rapid Attack. The assassin attacks with their shortsword.
Assassins specialize in dealing quiet, sudden death. While some kill for pay, others do so for ideological or political reasons.
CR 0–2 1 or 2 ; with 1d4 ; with ; 1 or 2
Treasure 60 gp, 300 sp,
CR 3–4 3 or 4 or ; with 2 or 3 ; with , , , or
Treasure 120 gp, costume jewelry and pair of silver and onyx earrings (75 gp) in a silver jewelry box (200 gp) trapped with a poison needle (opener succeeds on a DC 14 Dexterity or takes 1 piercing and 10 [3d6] poison damage)
CR 5–10 ; with 2 or ; with 1d4 + 4 ; ; with 2
Treasure 1,000 gp, single name on a piece of paper, ,
CR 11–16 2 ; with , , , or ; with 1d6 + 2 or
Treasure 5 well-hidden yellow sapphires (1,000 gp each), ,
CR 17–22 ;
Treasure 1,000 pp, list of 10 names (6 crossed off), 2 doses pale tincture poison (650 gp each), [[potion of invisibility]], ,
CR 23–30 or with , , , or
Treasure 15,000 gp, platinum ruby ring (7,500 gp), 3 doses (2,000 gp each), lock of hair in a vial, , 2 , , ,
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.