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 advantage on attack rolls 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 rattled 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 saving throw 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 advantage 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 disadvantage on the attack.
ACTIONS
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.
BONUS ACTIONS
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 cutthroats; cutthroat with 1d4 bandits ; cutthroat with thug ; 1 or 2 spies
Treasure 60 gp, 300 sp, potion of climbing
CR 3–4 3 or 4 cutthroats or spies ; cutthroat with 2 or 3 thugs ; cutthroat with berserker, doppelganger , minstrel, or veteran
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 saving throw or takes 1 piercing and 10 [3d6] poison damage)
CR 5–10 assassin ; assassin with 2 thugs or cutthroats; assassin with 1d4 + 4 bandits ; spymaster ; spymaster with 2 spies
Treasure 1,000 gp, single name on a piece of paper, potion of poison , hat of disguise
CR 11–16 2 assassins ; assassin with blackguard , duelist, mage, or shadow demon ; assassin with 1d6 + 2 thugs or cutthroats
Treasure 5 well-hidden yellow sapphires (1,000 gp each), potion of invisibility , dagger of venom
CR 17–22 master assassin ; master thief
Treasure 1,000 pp, list of 10 names (6 crossed off), 2 doses pale tincture poison (650 gp each), potion of invisibility, boots of elvenkind , sword of life stealing (shortsword)
CR 23–30 master assassin or master thief with archmage , assassin , half-shadow dragon assassin , or shield guardian
Treasure 15,000 gp, platinum ruby ring (7,500 gp), 3 doses purple worm poison (2,000 gp each), lock of hair in a vial, potion of invisibility , 2 potions of supreme healing , bag of holding , cloak of the bat , rod of security
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.