Assassin
medium humanoid, any non-good alignment
Defense
Proficiencies & Senses
Reference Text
Description: Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Size: Medium Type: Humanoid Alignment: any non-good alignment Armor Class: 15 Hit Points: 78 Hit Dice: 12d8+24 Speed: "walk": 30 Challenge Rating: 8 Actions: ["desc": "The assassin makes two shortsword attacks.", "name": "Multiattack", "attack_bonus": 6, "damage_bonus": 3, "damage_dice": "1d6", "desc": "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.", "name": "Shortsword", "attack_bonus": 6, "damage_bonus": 3, "damage_dice": "1d8", "desc": "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.", "name": "Light Crossbow"] Special Abilities: ["desc": "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.", "name": "Assassinate", "desc": "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.", "name": "Evasion", "attack_bonus": 0, "damage_dice": "4d6", "desc": "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.", "name": "Sneak Attack (1/Turn)"]