{"name":"Assassin","challenge_rating":"8","xp":"3900","types":"Humanoid (any race)","pb":"+3","size":"Medium","sizer":"NONE","languages":"Thieves can't plus any two languages ","alignment":"Any","description":"Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.","suggested_environments":"Urban","armor_class":"15 (studded leather)","hit_points":"78 [roll:12d8+24]","strength":"11","dexterity":"16","constitution":"14","intelligence":"13","wisdom":"11","charisma":"10","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception +13","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","saving_throws":"DEX +6, CON +2, INT +4","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Assassinate[\/b]. 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.\r\n\r\n[b]Evasion[\/b]. 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.\r\n\r\n[b]Sneak Attack[\/b] (1\/Turn). The assassin deals an extra [roll: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":"[b]Multiattack[\/b]. The assassin makes two shortsword attacks.\r\n\r\n[b]Shortsword[\/b]. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: [roll:1d6 + 3] piercing damage, and the target must make a DC 15 Constitution saving throw, taking [roll:7d6] poison damage on a failed save, or half as much damage on a successful one.\r\n\r\n[b]Light Crossbow[\/b]. Ranged Weapon Attack: +6 to hit, range 80\/320 ft., one target. Hit: [roll:1d8 + 3] piercing damage, and the target must make a DC 15 Constitution saving throw, taking [roll:7d6] poison damage on a failed save, or half as much damage on a successful one.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"2991","blockId":"1499005","world":"afe36070-d6cb-49a8-bb73-ea4703f77096","folder":"33843"}