Master Assassin¶
Medium humanoid, any non-good alignment
Armor Class 17 (studded leather, mastercraft) Hit Points 156 (24d8 + 48) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 20 (+5) | 14 (+2) | 16 (+3) | 16 (+3) | 14 (+2) |
Saving Throws Dex +9, Con +6, Wis +7 Skills Acrobatics +9, Deception +6, Insight +7, Perception +7, Stealth +13 Damage Resistances poison Senses darkvision 60 ft., passive Perception 17 Languages any two languages, Thieves' Cant Challenge 10 (5,900 XP) Proficiency Bonus +4
Assassinate. During its first turn, the Master Assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Master Assassin scores against a surprised creature is a critical hit.
Evasion. If the Master Assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The Master Assassin deals an extra 21 (6d6) damage when he 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 Master Assassin that isn't incapacitated and the Master Assassin doesn't have disadvantage on the attack roll.
Actions¶
Multiattack. The Master Assassin makes three attacks with his shortsword or three attacks with his light crossbow.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.
Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.
Reactions¶
Uncanny Dodge. When an attacker the Master Assassin can see hits it with an attack, the Master Assassin can halve the attack's damage.
Description¶
The Master Assassin is the master of a city's Assassins' Guild. Personally deadly, tactically brilliant, connected to every court and merchant house whose secrets could employ him. His name is whispered in three languages; his identity is known only to the initiate few.
Design notes¶
City-scale leader of an Assassins' Guild. Above Hand (SRD Assassin, CR 8; the town-scale leader and elite guild operative), above Blade (SRD Spy, CR 1; the working assassin), above Apprentice (SRD Bandit, CR 1/8; the trainee).
Design mirrors the SRD Assassin's structure (Multiattack + Sneak Attack + Assassinate + Evasion + poisoned weapons) but scales to CR 10: three attacks instead of two, larger Sneak Attack (6d6 vs 4d6), larger poison damage per hit (6d6 vs 4d6), higher HP (156 vs 78), higher AC (17 vs 15), and Uncanny Dodge added as a reaction.
Distinct from Kingpin (also CR 10, but city-scale Boss for Smugglers / Gang / Thieves' Guild). Kingpin is a charismatic underworld emperor with a Command action that activates allies mid-combat. Master Assassin is personally deadlier — direct combat and stealth threat, no ally-command mechanic. When designing an antagonist for a specific criminal storyline, pick which fits the guild.
Damage per round in a properly set-up ambush: three shortsword hits × (8 piercing + 21 poison avg × 0.7 avg for save) = 3 × (8 + ~15) = ~69, plus Sneak Attack 21 once = ~90 on the surprise round. In a straight fight without surprise: ~55-65 per round. Hits CR 10 targets from both angles.