Kryx RPGThemesMonsters

Assassin

Medium humanoid (any species)
Challenge
8 (3,900 XP)

STR
0
DEX
3
CON
2
INT
1
WIS
0
CHA
0

78
12d8+24
15
Fort
+2
Ref
+4
Will
+4
Defense note leather
Damage resistances poison

Speed 9 m.
Senses passive Perception 13
Skills Acrobatics +6, Deception +3, Perception +3, Skulduggery +7, Stealth +7, Streetwise +3
Languages any two languages

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.

Cunning Action. On each of its turns, the assassin can take an additional action. This action can only be used to make a Skulduggery or Stealth check or take the Disengage, Hide, or Use an Object action.

Alternatively, as a bonus action, you can take the Dash action.

Evasion. If the assassin is subjected to an effect that allows it to make a Reflex 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.

Maneuvers. The assassin uses maneuvers (maneuver save DC 14). It has 23 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: ambush, distract, feint, gag, nimble, precision, sand in the eyes, sneak, spring attack, stalking shadow

2 stamina dice: blind, feigned opening, misdirection, slashing blades

3 stamina dice: knockout

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 1.5 meters 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 1.5 m. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Fortitude saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 15 Fortitude saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Crossbow. Ranged Weapon Attack: +6 to hit, range 18/90 m. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Fortitude saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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