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Assassin

Small humanoid, Neutral

Armor Class 16

Hit Points 97 (15d8 + 30)

Speed 30 ft.

STR 11 (+0)
DEX 18 (+4)
CON 14 (+2)
INT 16 (+3)
WIS 11 (+0)
CHA 10 (+0)

Saving Throws DEX +7, INT +6

Skills Acrobatics +7, Perception +6, Stealth +10

Damage Resistances poison

Senses passive Perception 16

Languages Common, Thieves' cant

Challenge 8

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. m +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. r +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

Monster Manual (2024), p. 22