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 3 creature is a critical hit.
Assassin
Medium Humanoid Lawful Neutral (Law/Chaos Axis) Chaotic Neutral (Good/Evil Axis) Evil
- Saving Throws
- Dex +6, Int +4
- Skills
- Acrobatics +6, Deception +3, Perception +3, Stealth +9
- Damage Resistances
- poison
- Senses
- passive Perception 13
- Languages
- Thieves' cant plus any two languages
- Environment
- urban
Traits
Assassinate
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 (1/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.