Assassin

Medium humanoid (any race), any non-good alignment

Armour Class: 15 (studded leather)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STRDEXCON
11 (+0)16 (+3)14 (+2)
INTWISCHA
13 (+1)11 (+0)10 (+0)

Saving Throws: Dex +6, Int +4
Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances: poison
Senses: passive Perception 13
Languages: Thieves’ cant plus any two languages
Challenge: 8 (3,900 XP)


Abilities

Assassinate – 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.

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 saving throw, and only half damage if it fails.

Sneak Attack
– 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.


Actions

Multiattack
– The assassin makes two shortsword attacks.

Shortsword
– Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 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.

Light Crossbow – Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 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.


Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.