Assassin [1/2]Humanoid · CR 8
Assassin [1/2]Medium or Small Humanoid, Neutral
STR11+0DEX18+4CON14+2INT16+3WIS11+0CHA10+0
AC16HP97CR8SPD30 ft.
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.

Assassin [2/2]Humanoid · CR 8
Assassin [2/2]Medium or Small Humanoid, Neutral
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 [1/2]
Medium or Small Humanoid, Neutral
8
16Armor Class
97Hit Points
30 ft.Speed
STR11+0
DEX18+4
CON14+2
INT16+3
WIS11+0
CHA10+0

Initiative. +10

Senses. Passive Perception 16

Resistances. Poison

Gear. Light Crossbow, Shortsword, Studded Leather Armor

Languages. Common, Thieves’ Cant

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

Humanoid
Monster card
Assassin [2/2]
Medium or Small Humanoid, Neutral
8
16Armor Class
97Hit Points
30 ft.Speed
STR11+0
DEX18+4
CON14+2
INT16+3
WIS11+0
CHA10+0

Actions (cont.)

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.

Humanoid
Monster card

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Assassin — printable monster card

Medium or Small Humanoid, Neutral

  • CR 8
  • Humanoid
  • Medium or Small

Full stat block

Armor Class
16
Hit Points
97
Initiative
+10
Speed
30 ft.
Senses
Passive Perception 16
Resistances
Poison
Gear
Light Crossbow, Shortsword, Studded Leather Armor
Languages
Common, Thieves’ Cant
Challenge Rating
8 (3,900 XP)
Proficiency bonus
+3
Saving throw proficiencies
Dexterity, Intelligence
Skill proficiencies
Acrobatics, Perception (expertise), Stealth (expertise)
Ability scores
STR DEX CON INT WIS CHA
11 +0 18 +4 14 +2 16 +3 11 +0 10 +0

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.

See also