Assassin
Medium Humanoid
Armor Class 16
Hit Points 97 (15d8+30)
Speed walk +35
Challenge 7
Saving Throws dex +6, int +4, wis +4
Skills stealth +6, deception +4, acrobatics +6, perception +4
Senses blindsight 10 ft., darkvision 30 ft., passive Perception 14
Languages any two
Special Abilities
Assassinate. During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
Dangerous Poison. As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
Evasion. When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
Sneak Attack (1/Turn). The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, Hide, or Use an Object action.
Rapid Attack. The assassin attacks with their shortsword.
Assassins specialize in dealing quiet. While some kill for pay, others do so for ideological or political reasons.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open