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Habitat: Any; Treasure: Implements, Individual

Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them break into secure areas or avoid capture.

Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an assassin’s distinctive habits.

Assassin Modus Operandi
1d6 
The Assassin Is Infamous For ...
1
Arranging their victims in artful tableaux.
2
Hiding within large objects, such as suits of armor or hollow furnishings.
3
Leaving behind a signature item, such as a calling card, flower, seashell, or tooth.
4
Posing as celebrities, holy people, or servants.
5
Taking trophies from their victims.
6
Using poison with a distinctive color or smell.

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 takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.

Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.

Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.

Bonus Actions

Cunning Action. The assassin takes the Dash, Disengage, or Hide action.


Assassin

Medium or Small Humanoid, Neutral
  • Armor Class 16
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.
  • Initiative +10 (20)
STR
11 (0)
DEX
18 (4)
CON
14 (2)
INT
16 (3)
WIS
11 (0)
CHA
10 (0)
  • Saving Throws Str +0, Dex +7, Con +2, Int +6, Wis +0, Cha +0
  • Skills Acrobatics +7, Perception +6, Stealth +10
  • Damage Resistance Poison
  • Senses passive Perception 16
  • Languages Common, Thieves' Cant
  • Challenge 8 (3,900 XP)
  • Habitat Any
  • Treasure Implements, Individual
  • Gear Light Crossbow, Shortsword, Studded Leather Armor
  • 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 save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.

Actions


  • Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
  • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) Piercing damage plus (5d6)Poison damage. The target has the Poisoned condition until the start of the assassin's next turn.
  • Light Crossbow. Ranged Weapon Attack: +7 to hit, reach 80/320 ft., one target. Hit: (1d8 + 4) Piercing damage plus (6d6)Poison damage.
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