Master Assassin

Medium Humanoid, (CR 17)

Armor Class 18

Hit Points 143 (22d8+44)🎲

Speed 30 ft.


STR

20 (+5)

DEX

20 (+5)

CON

14 (+2)

INT

15 (+2)

WIS

12 (+1)

CHR

12 (+1)


Skills

Senses blindsight 20 ft., darkvision 60 ft., passive Perception 17

Languages any three

Challenge Rating 17

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.


sizeMedium

typeHumanoid

group

alignment

strength_save

dexterity_save11

constitution_save

intelligence_save8

wisdom_save7

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr17

reactions

legendary_desc

legendary_actions

special_abilitiesname: Crossbow Expert,desc: 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.,name: Deadly Poison,desc: 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.,name: Death Strike (1/Turn),desc: 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.,name: Epic Assassinate,desc: 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.,name: Evasion,desc: 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.,name: Sneak Attack (1/Turn),desc: 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.

spell_list

page_no469

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 469
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