Master Assassin (5e Creature)
From D&D Wiki
Medium humanoid (any race), any alignment
Armor Class 16 (leather armor)
Saving Throws Dex +11, Int +8, Cha +7
Assassinate. During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasn’t acted. Any hit the assassin scores against a surprised creature is a critical hit.
Crossbow Expert. The assassin ignores the loading quality of light crossbows and being within 5 feet of a hostile creature doesn’t impose disadvantage on the assassin’s ranged attack rolls.
Deadly Poison. The assassin can use an action to apply a deadly poison to its weapons (already included in the assassin’s attacks). The assassin carries four doses of this poison. The poison lasts one hour and a single dose can coat 1 melee weapon or 10 pieces of ammunition.
Death Strike. When the assassin hits a creature that is surprised it must make a DC 18 Constitution saving throw. On a failed save the assassin doubles the damage of its attack against that creature.
Evasion. When the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it 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 35 (10d6) 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 roll.
Multiattack. The assassin makes two attacks.
Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a success.
Light Crossbow. Melee Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a success.
Master assassins always get their mark. These killers never play fair, and aim to kill before they are ever seen. They have far more money and resources than the average contract killer, allowing them access to rare, potent poisons.
Recommended Magic Items
The master assassin may be equipped with one or more of the following magic items at the GM’s discretion: boots of elvenkind, cloak of the bat, sword of life stealing, potion of invisibility, and two potions of supreme healing.
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