Assassin


Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

title: Assassin
![](/Mechanics/CLI/bestiary/humanoid/token/assassin.webp#token)
*Medium humanoid (any race), Any Non-Good alignment*
 
- **Armor Class** 15 ([studded leather](/Mechanics/CLI/items/studded-leather-armor.md))
- **Hit Points** 78 (12d8 + 24) 
- **Speed** 30 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|11 (+0)|16 (+3)|14 (+2)|13 (+1)|11 (+0)|10 (+0)|
 
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +6, Intelligence +4
- **Skills** [Acrobatics](/Mechanics/CLI/skills.md#Acrobatics) +6, [Deception](/Mechanics/CLI/skills.md#Deception) +3, [Perception](/Mechanics/CLI/skills.md#Perception) +3, [Stealth](/Mechanics/CLI/skills.md#Stealth) +9
- **Senses** passive Perception 13
- **Damage Resistances** poison
- **Languages** Thieves' cant plus any two languages
- **Challenge** 8
 
## Traits
 
***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](/Mechanics/CLI/conditions.md#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 14 (`4d6`) 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](/Mechanics/CLI/conditions.md#Incapacitated) and the assassin doesn't have disadvantage on the attack roll.
 
## Actions
 
***Multiattack.*** The assassin makes two shortsword attacks.
 
***Shortsword.*** *Melee Weapon Attack:* `+6` to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (`7d6`) poison damage on a failed save, or half as much damage on a successful one.
 
***Light Crossbow.*** *Ranged Weapon Attack:* `+6` to hit, range 80/320 ft., one target. *Hit:* 7 (`1d8 + 3`) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (`7d6`) poison damage on a failed save, or half as much damage on a successful one.

Environment

urban

Sources

Monster Manual p. 343. Available in the SRD