Assassin (FMA Supplement)
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Assassin[edit]
Medium humanoid (human), lawful evil Armor Class 15 (padded armor)
Saving Throws Str +0, Dex +5, Int +4 Padded Armor. The assassin has a damage threshold of 5. Dueling. When the assassin is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack). Sneak Attack (1/Turn). The assassin deals an extra 11 (3d6) damage when they hit a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't Cunning Action. The assassin can take the dash, disengage, or hide action as a bonus action. Assassinate. The assassin has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit they score against a creature that is surprised is a critical hit. ACTIONSShortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Revolver. Ranged Weapon Attack: +6 to hit, range 30/300 ft., one target. Hit: 30 (2d6 + 3) piercing damage. Must be reloaded as an action after 6 shots. REACTIONSUncanny Dodge. The assassin halves the damage of one attack that hits them. |
Assassins are rare, even in Amestris' criminal underworld, but when they act, they strike quickly and are nearly impossible to catch by normal law enforcement. Their business goes for a high price, but it's often well worth it. |
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