Monster · Heroic Humanoid
Assassin
While the original assassins come from the desert city of Telsin, the term has evolved since then. It now refers to any sort of stealthy individual who seeks to eliminate priority targets quickly and efficiently. They exist in the employ of all major nations in the world, and people with a similar skill set are not hard to find in adventurer’s guilds, as well as other organizations.
- Name
- Assassin
- Type
- Heroic Humanoid
- Danger Level
- E
- Hp
- 50
- Mana
- 0
- Ap
- 4
- Rp
- 8
- Initiative
- +6
- Focus
- 5
- Power
- 5
- Agility
- 6
- Toughness
- 3
- Evasion
- 13 / 26
- Guard
- 3 / 6
- Movement Speed
- 20ft
- Fitness
- 3
- Cunning
- 8
- Reason
- 2
- Awareness
- 4
- Presence
- 3
- Notable Skills
- Stealth+13, Perception+15, Athletics+8
- Light Attack
- +5 Accuracy, 2d4+5
- Heavy Attack
- +5 Accuracy, 4d6+10
- Strong Against
- Parties with low perception, Low defense parties
- Weak Against
- Tanky parties
- Appearance
- A humanoid creature.
- Habitat
- Can be found anywhere.
Strategy
Assassins aim for the backline, targeting enemy mages or archers. They aim to creep up while stealthed, then go in for a backstab. Once they’re on a target, they will keep attacking that target, using Evasive Maneuver aggressively if needed. If they get swarmed, they will use the disengage action and retreat to wait for a better opportunity to strike again.
Running this monster
Assassins are intended to be generic heroic enemies that focus on skirmishing. They can be used for any race or situation and can easily be added to fit what you need. They are the heroic version of the ‘Rogue’ generic enemy.
An assassin can be run as a threat alongside several grunts, as a small group of 2-3 assassins or in a balanced group of heroic enemies combining it with others of its type like the Defender, Sniper etc.
Assassins prefer light or no armor along with a pair of light weapons, usually daggers.

