Master Assassin
Medium Humanoid. CR 17, AC 18, 143 HP. Traits: Crossbow Expert, Deadly Poison, Death Strike, Epic Assassinate, Evasion, Sneak Attack.
- Armor class
- 18
- Hit points
- 143
- Challenge
- 17
- Creature type
- Humanoid
- Size
- Medium
Stat block
- Cha
- 12
- Con
- 14
- Dex
- 20
- Int
- 15
- Str
- 20
- Wis
- 12
- Speed
- Walk: 30
- Senses
- blindsight 20 ft., darkvision 60 ft., passive Perception 17
- Skills
- Sleight: 0; Stealth: 11; Deception: 7; Acrobatics: 11; Perception: 7
- Actions
- Multiattack. The master assassin attacks twice.
- Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
- Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
- Languages
- any three
- Saving throws
- Wisdom: 7; Dexterity: 11; Intelligence: 8
- Special abilities
- Crossbow Expert. The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.
- Deadly Poison. As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition.
- Death Strike (1/Turn). When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes.
- Epic Assassinate. During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn.
- Evasion. When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn). The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).