Assassin

- Size: Medium or Small
- Type: Humanoid
- Alignment: Neutral
- AC: 16
- Initiative: +10 (20)
- HP: 97 (15d8 + 30)
- Speed: 30 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 11 | +0 | +0 |
| Dex | 18 | +4 | +7 |
| Con | 14 | +2 | +2 |
| INT | 16 | +3 | +6 |
| Wis | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
- Skills: Acrobatics +7 , Perception +6 , Stealth +10
- Resistances: Poison
- Gear: Light Crossbow, Shortsword, Studded Leather Armor
- Senses: Passive Perception 16
- Languages: Common, Thieves' Cant
- CR: 8 (XP 3,900; PB +3 )
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.
Lore & Background
Assassins are skilled killers who have dedicated their lives to the art of death. Unlike common murderers, assassins are professionals who combine stealth, poison, and precise striking techniques to eliminate targets efficiently and quietly. They often belong to secretive organizations, guilds, or cults that train them in both martial and mystical techniques.
These deadly individuals come from many backgrounds - some are driven by ideology, others by coin, and still others by personal vendettas. The most skilled assassins are virtually undetectable, able to infiltrate any location and eliminate targets without leaving evidence of their involvement.
Assassin orders often have strict codes of conduct, initiation rituals, and hierarchical structures. Members may be bound by magical oaths, religious vows, or simply the threat of death if they betray the organization. Many assassins worship deities of death, secrets, or murder, drawing divine power to enhance their lethal abilities.
Combat Tactics
Assassins excel at ending fights before they begin. They prefer to strike from hiding, using surprise and poison to maximize damage on their initial attack. When possible, they eliminate targets without engaging in prolonged combat, relying on stealth and preparation rather than brute force.
In direct combat, assassins use mobility and dirty tactics to their advantage. They employ caltrops, smoke bombs, and other tools to control the battlefield and create escape opportunities. Poisoned weapons allow them to weaken opponents over time, while their training in anatomy helps them target vital points for maximum effect.
When outnumbered or outmatched, assassins prioritize escape over victory. They are pragmatic fighters who understand that living to try again is preferable to dying in a hopeless battle. Many carry contingency plans including escape routes, safe houses, and emergency supplies.
Encounter Ideas
The Political Murder: A high-ranking official has been assassinated, and the characters must investigate while avoiding becoming targets themselves. The assassin may still be active in the area, eliminating witnesses.
The Rival Guild: An assassin from a competing organization targets the party, leading to a deadly game of cat and mouse through the city's shadows.
The Reluctant Killer: An assassin with a crisis of conscience seeks the party's help to escape their organization, but their former allies won't let them leave alive.
The Perfect Frame: The characters are framed for a political assassination carried out by a professional killer who has covered their tracks by implicating innocent parties.
Environmental Effects
Assassins often prepare their operational areas:
- Trapped Routes: Escape paths may be booby-trapped to discourage pursuit
- Hidden Caches: Weapons, poisons, and supplies hidden throughout the area
- Altered Terrain: Loosened stones, weakened supports, or other environmental hazards prepared in advance
- Distraction Elements: Arranged situations that draw attention away from the assassin's activities
Treasure
Assassin's Kit: Specialized tools including lockpicks, poison vials, caltrops, and other professional equipment worth significant coin to the right buyers.
Encoded Messages: Communications with employers or other organization members, potentially revealing larger conspiracies or valuable intelligence.
Quality Weapons: Masterwork or magical weapons designed for stealth and efficiency, often enchanted to be silent or particularly lethal.
Organization Tokens: Insignia, holy symbols, or other items that might provide access to assassin guilds or safe houses.
Plot Hooks
The Death List: The party discovers they're all named on an assassin's contract list, forcing them to hunt down the killer before becoming victims themselves.
The Training Academy: A hidden school for assassins has been discovered, raising questions about who runs it and what other graduates might be active in the region.
The Poisoned Past: One of the party members has a connection to an assassin organization from their background, and old debts or grudges are finally coming due.
The Royal Conspiracy: Multiple assassins from different organizations are converging on the same target, suggesting a larger political conspiracy that threatens the stability of the realm.