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{"name":"Assassin","size":"medium","type":"Humanoid","tag":"any

race","alignment":"any non-good alignment","hitDice":12,"armorName":"studded


leather","shieldBonus":0,"natArmorBonus":12,"otherArmorDesc":"15 (studded
leather)","speed":30,"burrowSpeed":0,"climbSpeed":0,"flySpeed":0,"hover":false,"swi
mSpeed":0,"customHP":false,"customSpeed":false,"hpText":"12","speedDesc":"30
ft.","strPoints":11,"dexPoints":16,"conPoints":14,"intPoints":13,"wisPoints":11,"ch
aPoints":10,"blindsight":0,"blind":false,"darkvision":0,"tremorsense":0,"truesight"
:0,"telepathy":0,"cr":"8","customCr":"8 (3,900
XP)","customProf":3,"isLegendary":false,"legendariesDescription":"The assassin can
take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn.
The assassin regains spent legendary actions at the start of its
turn.","isLair":false,"lairDescription":"When fighting inside its lair, the
assassin can invoke the ambient magic to take lair actions. On initiative count 20
(losing initiative ties), the assassin can take one lair action to cause one of the
following effects:","lairDescriptionEnd":"The assassin can't repeat an effect until
they have all been used, and it can't use the same effect two rounds in a
row.","isMythic":false,"mythicDescription":"If the assassin's mythic trait is
active, it can use the options below as legendary actions for 1 hour after using
{Some Ability}.","isRegional":false,"regionalDescription":"The region containing
the assassin's lair is warped by the creature's presence, which creates one or more
of the following effects:","regionalDescriptionEnd":"If the assassin dies, the
first two effects fade over the course of 3d10 days.","properties":[],"abilities":
[{"name":"Assassinate","desc":"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 creature is a critical hit."},
{"name":"Evasion","desc":"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."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 13
(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 ft. of an ally of the assassin that
isn't incapacitated and the assassin doesn't have disadvantage on the attack
roll."}],"actions":[{"name":"Multiattack","desc":"The assassin makes two shortsword
attacks."},{"name":"Shortsword","desc":"_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."},{"name":"Light Crossbow","desc":"_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."}],"bonusActions":[],"reactions":[],"legendaries":[],"mythics":[],"lairs":
[],"regionals":[],"sthrows":[{"name":"dex","order":1},
{"name":"int","order":3}],"skills":[{"name":"acrobatics","stat":"dex"},
{"name":"deception","stat":"cha"},{"name":"perception","stat":"wis"},
{"name":"stealth","stat":"dex","note":" (ex)"}],"damagetypes":
[{"name":"poison","note":" (Resistant)","type":"r"}],"specialdamage":
[],"conditions":[],"languages":[{"name":"Thieves' cant plus any two
languages","speaks":true}],"understandsBut":"","shortName":"","pluralName":"","doub
leColumns":true,"separationPoint":2,"damage":[]}

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