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<title>Assassin</title>
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<body>
<h1>Assassin</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>any non-good alignment</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (studded leather)</li>
<li><strong>Hit Points:</strong> 78 (12d8+24)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> 5.1 SRD (2015 MM), page 396</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Int +4</li>
<li><strong>Skills:</strong> acrobatics +6, deception +3, perception +3, stealth +9</li>
<li><strong>Damage Resistances:</strong> poison</li>
<li><strong>Senses:</strong> passive Perception 13</li>
<li><strong>Languages:</strong> Thieves' cant plus any two languages</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Assassinate:</strong> 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.</li>
<li><strong>Evasion:</strong> 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.</li>
<li><strong>Sneak Attack (1/Turn):</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The assassin makes two shortsword attacks.</li>
<li><strong>Shortsword:</strong> 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.</li>
<li><strong>Light Crossbow:</strong> 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.</li>
</ul>
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