Assassin
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Assassin Statblocks
Contract Killer
Contract Killer
Summoned with Foe FoundryMedium Humanoid (Assassin)
AC 16 (Studded Leather Armor) Initiative +6 (16)
HP 71 (11d8 + 22)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 13 | +1 | +1 |
Cha | 13 | +1 | +1 |
Skills Acrobatics +8, Stealth +6, Perception +3
Senses Passive Perception 13
Languages Common
CR 4 (1,100 XP; PB +2)
Actions
Poisoned Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage and 20 (8d4) poison damage. On a hit, the target must make a DC 14 Constitution saving throw or become Weakened until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Poisoned Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 11 (2d6 + 4) piercing damage and 17 (5d6) poison damage.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Reactions
Nimble Reaction (Recharge 4-6). When the assassin is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the assassin outside the attacking creature's reach, then the attack misses.
Assassin
Assassin
Summoned with Foe FoundryMedium Humanoid (Assassin)
AC 17 (Studded Leather Armor) Initiative +11 (21)
HP 112 (15d8 + 45)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 20 | +5 | +8 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 15 | +2 | +5 |
Wis | 15 | +2 | +2 |
Cha | 15 | +2 | +2 |
Skills Acrobatics +11, Stealth +11, Perception +8
Senses Passive Perception 18
Languages Common
CR 8 (3,900 XP; PB +3)
Actions
Multiattack. The assassin makes two Poisoned Dagger or Poisoned Hand Crossbow attacks.
Poisoned Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 17 (5d6) poison damage.
Poisoned Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120ft., one target. Hit 12 (2d6 + 5) piercing damage and 14 (4d6) poison damage.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Toxic Poison. Immediately after hitting a creature with an attack, the assassin forces it to make a DC 14 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Reactions
Nimble Reaction (Recharge 4-6). When the assassin is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the assassin outside the attacking creature's reach, then the attack misses.
Overwatch (1/day). When a hostile creature within 60 feet of the assassin moves and the assassin can see that movement, it can make a ranged attack against the target.
Assassin Legend
Assassin Legend
Summoned with Foe FoundryMedium Humanoid (Assassin)
AC 19 (Studded Leather Armor +2) Initiative +14 (24)
HP 190 (20d8 + 100)
Speed 30 ft., climb 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 22 | +6 | +10 |
Con | 20 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
Int | 16 | +3 | +7 |
Wis | 16 | +3 | +7 |
Cha | 16 | +3 | +3 |
Skills Acrobatics +14, Stealth +14, Perception +11
Senses Passive Perception 21
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Legendary Prowess (3/day). The assassin can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The assassin makes two Poisoned Dagger or Poisoned Hand Crossbow attacks.
Poisoned Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 11 (2d4 + 6) piercing damage and 7 (3d4) poison damage.
Poisoned Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120ft., one target. Hit 9 (1d6 + 6) piercing damage and 7 (2d6) poison damage.
Poisonous Grenade (1/day). The assassin hurls a Poisonous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 16 Dexterity saving throw or take 40 (16d4) poison damage. On a success, the creature takes half as much damage.
Bonus Actions
Cunning Action. The assassin uses Dash, Disengage, or Hide.
Toxic Poison. Immediately after hitting a creature with an attack, the assassin forces it to make a DC 16 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Focus Shot (Recharge 4-6). If the assassin has not moved this turn, it gains advantage on the next attack roll it makes this turn. Its speed becomes 0 until the start of its next turn. If the attack hits, the assassin can choose one of the following options:
- Aim for the Eyes: the target must make a DC 18 Dexterity saving throw or be Blinded for 1 minute (save ends at end of turn)
- Bring it Down: the target must make a DC 18 Strength saving throw or be knocked Prone
- Vein Slice: the target must make a DC 18 Constitution saving throw or gain Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Reactions
Nimble Reaction (1/day). When the assassin is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the assassin outside the attacking creature's reach, then the attack misses.
Legendary Actions (3)
Attack. The assassin makes a Poisoned Dagger or Poisoned Hand Crossbow attack.
Dart. The assassin moves up to its speed without provoking attacks of opportunity.
Recharge. The assassin attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.