Assassin, Variant (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the rogue class and spy background, and as such does not follow traditional CR.


Medium humanoid (any race), any non-good alignment, 12th-level rogue

Armor Class 16 (studded leather)
Hit Points 87 (12d8 + 24)
Speed 30 ft.

8 (-1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Dex +8, Int +5
Skills Acrobatics +12, Deception +6, Intimidation +6, Perception +10, Sleight of Hand +8, Stealth +12
Tools Thieves' Tools +12
Senses passive Perception 20
Languages Thieves' Cant plus any two languages
Level 12 (0 XP)

Assassinate. 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.

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 saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin deals an extra 21 (6d6) 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.


Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


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


Uncanny Dodge. The assassin halves the damage of one attack that hits it.

See 5e SRD:Assassin.

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