Monster
Drow Assassin
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (studded leather)
- Hit points
- 78 (12d8 + 24)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 13
- Wisdom
- 11
- Charisma
- 10
- Passive Perception
- 13
- Saving Throws
- dex: +6; int: +4
- Skills
- acrobatics: +6; deception: +3; perception: +3; stealth: +9
- Senses
- darkvision 120 ft.
- Languages
- Thieves' cant plus any two languages, Elvish, Undercommon
- Resistances
- poison
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 (1/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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Fey Ancestry
The drow assassin has advantage on saving throws against being charmed, and magic can't put the drow assassin to sleep.
Sunlight Sensitivity
While in sunlight, the drow assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
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.
Innate Spellcasting
The drow assassin's innate spellcasting ability is Charisma (spell save DC 11). The drow assassin can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)