Assassin

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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 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 +6, Stealth +6, Perception +3

Senses Passive Perception 13

Languages Common

CR 4 (1,100 XP; PB +2)

Traits

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 only takes half damage if it succeeds on the saving throw, and only half damage if it fails.

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 Poisoned until the end of its next turn.

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.

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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 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)

Traits

Deadly Ambusher. On the first turn of combat, the assassin has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.

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 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: +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.

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.

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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 18 +4 +8
Wis 18 +4 +8
Cha 18 +4 +4

Skills Acrobatics +10, Stealth +14, Investigation +8, Perception +12

Senses Passive Perception 22

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, the target must make a DC 18 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: +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.

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.

Quick Draw (3/day). On initiative count 20, the assassin may make one ranged attack.

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.

Poisonous Grenade. The assassin uses Poisonous Grenade. It can't take this action again until the start of its next turn.

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