rpg—rules

monster

Assassin

Medium or Small Humanoid, Neutral

Armor Class
16
Hit Points
97 (15d8 + 30)
Challenge rating
8
CHA
10 (+0)
CON
14 (+2)
DEX
18 (+4)
INT
16 (+3)
STR
11 (+0)
WIS
11 (+0)

Medium or Small Humanoid, Neutral

AC 16 · Initiative +10 (20)

HP 97 (15d8 + 30)

Speed 30 ft.

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.

Source · SRD 5.2.1 · page 260