Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Thieves' Cant plus any two languages
Resistances & Immunities
Traits
Evasion
If the assassin is subjected to an effect that allows it to make a DEX save to take only half damage, the assassin instead takes no damage if it succeeds on the save, and only half damage if it fails.
Poisoned Weapons
The assassin's weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the assassin can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the assassin's next turn.
- Assassin's Friend. A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.
- Buyer's Mercy. A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.
- Meddler's Fate. A creature poisoned by a weapon coated with this poison has its speed halved while poisoned.
Actions
Hand Crossbow
+6 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d6+3 plus 3d8 poison damage.
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Multiattack
The assassin makes three Shortsword or Hand Crossbow attacks.
Shortsword
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 plus 3d8 poison damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Hidden Step
The assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.
About Assassin
Assassin is a medium humanoid with a Challenge Rating of 8. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 157 hit points (derived from None).
Assassin has communication capabilities including Thieves' Cant plus any two languages. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Assassin
2 tips available
GM Tips: Using Assassin
When using Assassin in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Assassin
2 strategies available
Player Guide: Facing Assassin
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Assassin?
- Assassin has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Assassin?
- Assassin is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Assassin speak?
- Assassin can communicate in Thieves' Cant plus any two languages.
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