- Armor Class
- 15 (studded leather)
- Hit Points
- 78 (12d8+24)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Proficiency bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
- Saving throws
- Dex +6, Int +4
- Skills
- Acrobatics +6, Deception +3, Perception +3, Stealth +9
- Damage resistances
- poison
- Senses
- passive Perception 13
- Languages
- Thieves' cant plus any two languages
Traits
Assassinate. 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.
Evasion. 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.
Sneak Attack. Once per turn, the assassin deals an extra 14 (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
Multiattack. The assassin makes two shortsword attacks.
Shortsword. 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.
Light Crossbow. 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.
An assassin is worth 3,900 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many assassins fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 9 other challenge 8 monsters in the SRD 5.1, the assassin has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 8 monster.
Assassin 2024 stat block
The 2024 Monster Manual revised the assassin, and the SRD 5.2 carries the new stat block. What changed:
- Armor Class: 15 → 16.
- Hit points: 78 → 97.
- Ability scores: DEX 16 → 18, INT 13 → 16.
- New in its stat block: Cunning Action.
- Gone from it: Assassinate and Sneak Attack.
- Armor Class
- 16 (studded leather)
- Hit Points
- 97 (15d8 + 30)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 11 (+0) | 18 (+4) | 14 (+2) | 16 (+3) | 11 (+0) | 10 (+0) |
- Damage resistances
- poison
- Senses
- passive Perception 16
- Languages
- Common, Thieves’ Cant
- Gear
- Light Crossbow, Shortsword, Studded Leather Armor
Traits
Evasion. 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 save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Actions
Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.
Bonus actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.