5e:Sanbru Dusken Assassin NPC
See Assassin (disambiguation)
| Sandbru Duskken Assassin (NPC) | ||||||||||||
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| Medium Humanoid (Duskken), Any Alignment | ||||||||||||
| Armor Class: 15 (studded leather) | ||||||||||||
| Hit Points: 78 (23d8+24) | ||||||||||||
| Speed: 30 ft. | ||||||||||||
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| Saving Throws: Dex +6, Int +3 | ||||||||||||
| Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9 (with advantage) | ||||||||||||
| Damage Vulnerability: radiant | ||||||||||||
| Damage Resistances: necrotic, poison | ||||||||||||
| Senses: darkvision 60 feet, passive perception 13 | ||||||||||||
| Languages: Thieves' Cant, Common, Fellspeak, plus any one language | ||||||||||||
| Challenge: 8 (3,900 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesAssassinate. During the 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. ActionsShortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+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 on a successful one. |
These Duskken work as assassins for nobles, guildmasters, sovereigns, and anyone else who can afford them.