# Assassin *Medium* *Humanoid* *any non-good alignment* - **Armor Class:** 15 (studded leather) - **Hit Points:** 78 (12d8+24) - **Speed:** walk 30 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** 5.1 SRD (2015 MM), page 396 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 16 (+3) | 14 (+2) | 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 ### Special 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 (1/Turn):** The assassin deals an extra 13 (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 ft. 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.