Assassin (FMA Supplement)
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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.
Shortsword. 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.
Uncanny 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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