Master Assassin

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

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Master Assassin

Medium humanoid (any race), any alignment

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 . 0.00 (0 votes) Back to Main Page → 5e Homebrew → Creatures

Armor Class 16 ( leather armor )

Hit Points 143 (22d8 + 44)

Speed 30 ft.

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

Saving Throws Dex +11, Int +8, Cha +7

Skills Acrobatics +11, Deception +7, Perception +7, Sleight of Hand +11, Stealth +17 Proficiency Bonus +6

Damage Vulnerabilities

Damage Resistances

Damage Immunities

Condition Immunities

Senses passive Perception 17

Languages any three languages

Challenge 18 (20.000 XP)

No special abilities.

Actions

Multiattack. The assassin makes two attacks.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Master Assassin (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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