Assassin

We're still working on the lore for this creature, but the stats are ready to go!

Assassin

Assassin Statblocks

Contract Killer

Contract Killer

Summoned with Foe Foundry

Medium Humanoid (Human, Assassin)

AC 16 (Studded Leather Armor) Initiative +6 (16)

HP 71 (11d8 + 22)

Speed 40 ft., climb 40 ft.

Mod Save
Str 10 +0 +0
Dex 18 +4 +6
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.

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.

Shocking Grenade (1/day). The assassin hurls a Shocking 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 12 Dexterity saving throw or take 40 (9d8) lightning damage. On a success, the creature takes half as much 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.

Summon your own Contract Killer

Assassin

Assassin

Summoned with Foe Foundry

Medium Humanoid (Human, 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 17 +3 +6
Wis 17 +3 +3
Cha 17 +3 +3

Skills Acrobatics +8, Stealth +11, Investigation +6, Perception +9

Senses Passive Perception 19

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Seal of Silence. When the assassin succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 16 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.

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. On a hit, the target must make a DC 16 Constitution saving throw or become Poisoned until the end of its next turn.

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.

Freezing Grenade (1/day). The assassin hurls a Freezing 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 14 Dexterity saving throw or take 49 (14d6) cold damage. On a success, the creature takes half as much damage.

Bonus Actions

Cunning Action. The assassin uses Dash, Disengage, or Hide.

Reactions

Identify Weakness. When an ally that the assassin can see misses an attack against a hostile target, the assassin can make an Investigation check with a DC equal to the hostile target's AC. On a success, the attack hits instead of missing.

Summon your own Assassin

Assassin Legend

Assassin Legend

Summoned with Foe Foundry

Medium Humanoid (Human, 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. On a hit, if the target is a spellcaster, the spellcaster must make a DC 16 Charisma saving throw. On a failure, the target is Cursed and loses the ability to cast a spell of the assassin's choice while cursed in this way. The curse can be removed with a Remove Curse spell or similar magic.

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.

Sneaky Strike. The assassin deals an additional 17 (5d6) damage immediately after hitting a target if the attack was made with advantage.

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.

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.

Nimble Reaction. The assassin attempts to recharge its Nimble Reaction ability. It can't take this action again until the start of its next turn.

Summon your own Assassin Legend