Assassin

CR 8 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
16 (natural armor)
Initiative
+10 (20)
HP
97 (15d8 + 30)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 11 +0 +0 DEX 18 +4 +7 CON 14 +2 +2
INT 16 +3 +6 WIS 11 +0 +0 CHA 10 +0 +0
Skills
Acrobatics +7, Perception +6, Stealth +10
Resistances
Poison
Gear
Light Crossbow, Shortsword, Studded Leather Armor
Senses
Passive Perception 16
Languages
Common, Thieves' Cant
CR
8 (XP 3,900; PB +3)

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.

Bonus Actions

Cunning Action.

The assassin takes the Dash, Disengage, or Hide action.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.