Image prompthuman assassin, hooded, dark studded leather armor, poison-coated shortsword and light crossbow, crouched ambush on fog-choked rooftop, venom-slick blade sheen, cold calculating eyes, tight low-key composition, muted greys and bruise-purple, distant lantern glow, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Assassin

Medium or Small Humanoid, Neutral
CR 8ArtillerySettlement / Road
AC 16
Initiative +10 (20)
HP 97 (15d8 + 30)
Speed 30 ft.
STR
11
+0
save +0
DEX
18
+4
save +7
CON
14
+2
save +2
INT
16
+3
save +6
WIS
11
+0
save +0
CHA
10
+0
save +0
Skills Acrobatics +7, Perception +6, Stealth +10
Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common, Thieves’ Cant

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: Hit: +7, reach 5 ft. 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 Hit: 80/320 ft. 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.

Bonus Actions

Cunning Action. The assassin takes the Dash, Disengage, or Hide action. Awakened Plants Awakened Shrub