Master Assassin (5e Creature)

Master Assassin

Medium humanoid (any race), any alignment


Armor Class 16 (leather armour)
Hit Points 143 (22d8 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 12 (+1)

Saving Throws Dex +11, Int +8, Cha +7
Skills Acrobatics +11, Deception +7, Perception +7, Sleight of Hand +11, Stealth +17
Senses passive Perception 17
Languages any three languages
Challenge 18 (20,000 XP)


Assassinate. During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasn’t acted. Any hit the master assassin scores against a surprised creature is a critical hit.

Crossbow Expert. The master assassin ignores the loading quality of light crossbows and being within 5 feet of a hostile creature doesn’t impose disadvantage on the master assassin’s ranged attack rolls.

Deadly Poison. The master assassin can use an action to apply a deadly poison to its weapons (already included in the master assassin’s attacks). The master 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 master assassin hits a creature that is surprised it must make a DC 18 Constitution saving throw. On a failed save the master assassin doubles the damage of its attack against that creature.

Evasion. If the master 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 master assassin deals an extra 28 (8d6) 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 master assassin that isn’t incapacitated and the master assassin doesn’t have disadvantage on the roll.

ACTIONS

Multiattack. The master 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.

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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