AC 18 (leather brigandine)
HP 143 (22d8 + 44; bloodied 71)
Speed 30 ft.
Proficiency +6; Maneuver DC 19
Saving Throws Dex +11, Int +8, Wis +7
Skills Acrobatics +11, Deception +7 (+1d6), Perception +7, Sleight of Hand +11, Stealth +11 (+1d8)
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 17
Languages any three
Crossbow Expert. The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesn’t impose disadvantage on the master assassin’s ranged attack rolls.
Deadly Poison. As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition.
Death Strike (1/Turn). When the master assassin scores a critical hit against a living creature that is surprised , that creature makes a DC 18 Constitution saving throw . On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes.
Epic Assassinate. During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasn’t acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassin’s attack is rattled until the end of the master assassin's next turn.
Evasion. When the master 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 master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassin’s target is within 5 feet of an ally of the master assassin while the master assassin doesn’t have disadvantage on the attack.
ACTIONS
Multiattack. The master assassin attacks twice.
Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw , taking 17 (5d6) poison damage on a failure, or half as much damage on a success.
Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw , taking 17 (5d6) poison damage on a failure, or half as much damage on a success.
BONUS ACTIONS
Cunning Action. The assassin takes the Dash, Disengage, Hide, or Use an Object action.
Rapid Attack. The assassin attacks with their shortsword.
Master assassins always get their mark. These killers never play fair, and aim to kill before they are ever seen. They have far more money and resources than the average contract killer, allowing them access to rare, potent poisons.
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.