Monster
Ambitious Assassin
Outside your table’s allowed sources
Official reference · BMT · 2014
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 16 (studded leather)
- Hit points
- 91 (14d8 + 28)
- Speed
- Walk 40 ft., Climb 40 ft.
- Challenge rating
- 5
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 18
- Constitution
- 15
- Intelligence
- 18
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 15
- Saving Throws
- dex: +7; int: +7
- Skills
- deception: +9; perception: +5; stealth: +10
- Senses
- blindsight 10 ft.
- Languages
- Common, thieves' cant, plus any one language
- Condition Immunities
- charmed, frightened
Traits
Legendary Resistance (2/Day)
If the assassin fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The assassin makes two Poison Blade attacks.
Poison Blade
Melee Weapon Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.
Reactions
Uncanny Dodge
When an attacker the assassin can see hits the assassin with an attack, the assassin halves the attack's damage against it.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Cunning
The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
Stab (Costs 2 Actions)
The assassin makes one Poison Blade attack.
Vanishing Escape (Costs 3 Actions)
The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin's choice in that area takes 9 (2d8) psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin's next turn.
Lair actions
On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:
- Distraction: A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
- Snares: Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
- Traps: Traps target up to two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action.
Regional effects
The region containing a villain's lair is warped by their presence, creating one or more of the following effects:
- Corruption Abounds: While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.
- Potent Toxins: When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage.
If the villain dies, these effects fade over the course of 1d10 days.