Assassin
The assassin is a Medium humanoid of challenge rating 8 in the fifth-edition System Reference Document.
SRD 5.1 (2014)
Assassin
- Size and type
- Medium humanoid
- Challenge
- 8 (3,900 XP)
- Armour class
- 15
- Hit points
- 78 (12d8+24)
- Speed
- 30 ft
- Saving throws
- Dex +6, Int +4
- Skills
- Acrobatics +6, Deception +3, Perception +3, Stealth +9
- Resistances
- poison
- Senses
- passive perception 13
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. Once per turn, the assassin deals an extra 14 (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 feet 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. Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Page 396.
SRD 5.2.1 (2024)
Assassin
- Size and type
- Medium humanoid
- Challenge
- 8 (3,900 XP)
- Armour class
- 16
- Hit points
- 97 (15d8+30)
- Speed
- 30 ft
- Saving throws
- Dex +7, Int +6
- Skills
- Acrobatics +7, Perception +6, Stealth +10
- Resistances
- poison
- Senses
- passive perception 16
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.
Page 260.
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