STR
11
(0)
DEX
16
(3)
CON
14
(2)
INT
13
(1)
WIS
11
(0)
CHA
10
(0)
Saving Throws:
DEX +6
,
INT +4
Skills:
Acrobatics +6
,
Deception +3
,
Perception +3
,
Stealth +9
Damage Vulnerabilities:
—
Damage Resistances:
poison
Damage Immunities:
—
Condition Immunities:
—
Languages: Thieves' cant plus any two languages
Proficiency Bonus: 3
Traits:
-
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 (1/Turn). The assassin deals an extra 13 (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 ft. 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.