Running an Assassin fight this week? Loreify records your session and writes the recap, including every monster, NPC and loot drop your party ran into.
Assassin 5e NPC Stat Block: Damage Math, Tactics and the 2024 Assassin
This is the Assassin NPC stat block, the CR 8 hired killer a DM sends after the party, not the rogue subclass. The 2014 Assassin has AC 15, 78 hit points, two poisoned shortsword attacks that each add 24 (7d6) poison damage on a failed DC 15 Constitution save, Sneak Attack, Evasion and Assassinate: Advantage against anyone who hasn't acted yet, and an automatic critical hit on any surprised creature. Played from ambush it can kill a level 8 spellcaster before they roll a die. The 2024 Assassin drops Assassinate and Sneak Attack and instead gets three attacks a turn, poison that needs no save, Cunning Action and a +10 initiative bonus.
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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
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.
Light Crossbow.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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Most of the damage is poison. A shortsword hit deals 6 piercing, then the target makes a DC 15 Constitution save against 24 (7d6) poison damage, taking half on a success. Even a character who makes the save takes 12. Sneak Attack adds 14 (4d6) once per turn when the Assassin has Advantage or an ally of the Assassin is next to the target.
Three traits define how it plays:
•Assassinate gives Advantage on attacks during its first turn against any creature that hasn't taken a turn yet, and makes every hit against a surprised creature a critical hit.
•Evasion means a successful Dexterity save against Fireball or Lightning Bolt deals no damage at all, and a failed one only half. With Dexterity +6, it succeeds against DC 15 60% of the time.
•Stealth +9 beats the passive Perception of most parties. A typical level 8 character's passive Perception is 10 to 15; the Assassin's average Stealth total is 19.5.
One limit is easy to miss: the 2014 Multiattack is two shortsword attacks only. With the light crossbow it makes one attack per turn.
The Assassin in the 2024 Rules
SRD 5.2.1 keeps the CR and XP but rebuilds the stat block. It is Medium or Small, neutral by default, and speaks Common and Thieves' Cant.
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: +7, reach 5 ft. Hit: 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 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.
Bonus Actions
Cunning Action.The assassin takes the Dash, Disengage, or Hide action.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
What changed from 2014:
2014 Assassin
2024 Assassin
CR (XP)
8 (3,900)
8 (3,900)
AC / HP
15 / 78
16 / 97
Initiative
+3 (Dexterity 16)
+10
Multiattack
Two shortsword attacks
Three attacks, shortsword or crossbow in any mix
Shortsword
+6, 6 piercing + DC 15 Con save vs 24 poison (half on success)
+7, 7 piercing + 17 poison, and Poisoned until the start of its next turn
Light Crossbow
+6, 7 piercing + same save vs 24 poison
+7, 8 piercing + 21 poison
Sneak Attack
14 (4d6), once per turn
Removed
Assassinate
Advantage vs creatures that haven't acted; auto-crit vs surprised
Removed
Bonus action
None
Cunning Action: Dash, Disengage or Hide
Evasion
Yes
Yes (not while Incapacitated)
Four things change the fight:
•No more alpha strike. The 2024 Assassin has no Assassinate, and the 2024 surprise rule only gives surprised creatures Disadvantage on initiative. The one-turn kill is mostly gone.
•Reliable damage every round instead. Three attacks with poison that doesn't allow a save make the 2024 Assassin more dangerous from round two onward.
•It goes first. Initiative +10 against a character with +2 wins about 80% of the time, and a surprised character rolls with Disadvantage on top.
•It shoots now. Three crossbow attacks at 80 feet is its best damage option. The 2014 Assassin has to get into melee to use its Multiattack.
How the Assassin Fights
An assassin wins before initiative or not at all. Spend time planning the approach, not the fight.
Damage per turn against a level 8 character with AC 17 and a Constitution save of +3. The 2014 Assassin hits on an 11 or higher (50%); the 2024 one on a 10 or higher (55%). The 2014 expected poison damage per hit is about 18.6, because the target fails the DC 15 save 55% of the time.
Situation
Average damage to one target
2014, normal turn (2 shortswords + Sneak Attack if an ally is adjacent)
about 35
2014, first turn with Assassinate's Advantage
about 50
2014, surprised target, every hit a critical (poison not doubled)
about 68
2024, three shortswords
about 40
2024, three crossbow bolts
about 48
2024, crossbow after a successful Hide (first shot with Advantage)
about 55
A level 8 wizard has roughly 40 to 50 hit points. A 2014 Assassin that surprises them will usually kill them in one turn. The 2024 Assassin's 48 a turn often leaves them standing on 1 to 5 hit points, so it usually needs a second turn.
About that critical. The SRD 5.1 critical hit rule doubles the attack's damage dice, plus extra dice the attack itself deals, such as Sneak Attack. The 2014 Assassin's 7d6 poison is different: the target takes it "on a failed save", and how much it takes depends on that Constitution save, not on the attack roll. It is the save's damage, so a critical hit doubles the 1d6 piercing and the 4d6 Sneak Attack but not the 7d6, and the table above is built that way. The 2024 Assassin works the other way round: its poison is listed as plain extra damage on a hit ("plus 17 (5d6) Poison damage"), so on a natural 20 those dice are rolled twice too.
2014: build the surprise. Surprise needs the Assassin's Stealth to beat each character's passive Perception. Approach in darkness or crowds, attack the target who hasn't noticed, and let Assassinate do the rest. Pair it with a thug or bandit who starts next to the target so Sneak Attack applies every turn, not only the first.
2024: shoot, hide, repeat. The 2024 Assassin fires three crossbow bolts, then uses Cunning Action to Hide behind three-quarters or total cover, out of every enemy's line of sight. Stealth +10 against DC 15 succeeds on a 5 or higher (80%). Being hidden gives it the Invisible condition, so the first bolt next turn has Advantage. Hiding ends as soon as it makes an attack roll, so only the first of the three attacks benefits.
Use the Poisoned rider. A 2024 shortsword hit leaves the target Poisoned until the start of the Assassin's next turn: Disadvantage on attack rolls and ability checks. Hit the fighter once with the shortsword and the fighter's counterattack is at Disadvantage.
Leave when it goes wrong. Assassins are paid to kill a target, not to die. When the target is protected, the surprise fails or the Assassin drops below half its hit points, it Disengages (2024 Cunning Action) or uses Acrobatics +6 to slip away and tries again on another night. A failed first attempt makes the second one scarier.
Running an Assassin Encounter
The Assassin is 3,900 XP. Using the 2024 budget for four characters:
Party (4 characters)
Low
Moderate
High
Level 7 (3,000 / 5,200 / 6,800 XP)
Nothing with an Assassin fits (alone, its 3,900 XP is already Moderate)
Under the 2014 Dungeon Master's Guide guidelines, which our encounter calculator uses, a single Assassin is Medium for four level 8 characters and Hard for four level 5 characters. Two Assassins are 7,800 XP, multiplied by 1.5 to 11,700, well past Deadly for level 8.
XP math assumes a straight fight, and an assassin encounter rarely is one:
•A surprised party faces a much harder fight than the budget says, especially against the 2014 version. If the party has no reasonable way to notice the approach, treat the encounter one step harder than its XP.
•An alert party faces an easier one. An Assassin that loses surprise is a 78- or 97-hit-point skirmisher with no defensive tricks beyond Evasion.
•Below level 5, don't. A level 4 character has around 30 hit points. Even a single 2014 shortsword hit with a failed save is 30 damage.
How Players Beat an Assassin
Deny the ambush, resist the poison, and attack its Wisdom.
•Don't get surprised. Keep watches, set Alarm, send a familiar ahead. Average Stealth totals are 19.5 (2014) and 20.5 (2024), so passive Perception alone rarely catches it. Active lookouts and magic do better. Against the 2014 Assassin, avoiding surprise removes the automatic critical hits entirely.
•Resist poison. Poison is about three-quarters of the damage of every hit in both editions (a smaller share of a 2014 turn once Sneak Attack lands). Protection from Poison (2nd level) grants Resistance to poison damage for an hour, and so does a dwarf's Dwarven Resilience. Resistance cuts a 2014 shortsword hit from about 24.6 expected damage to about 15.
•Target Wisdom, Strength or Charisma. All are +0. Hold Person works on both editions (it's a Humanoid) and a DC 15 save fails 70% of the time. A paralyzed Assassin takes a critical hit from every melee attack within 5 feet.
•Avoid Dexterity saves. Evasion turns a successful save against Fireball or Lightning Bolt into zero damage, and its Dexterity save is +6 or +7. Faerie Fire would stop it benefiting from hiding, but it's also a Dexterity save.
•Cut off the hiding spots. The 2024 Assassin needs Heavy Obscurement or three-quarters cover to Hide. Bright light, open ground and Daylight leave it with nothing to duck behind.
•Shield the target.Sanctuary forces a Wisdom save (+0) before each attack on the warded character, and Shield adds +5 AC against a volley.
Assassin Encounter Ideas
Three nights at the Gilded Stag. The party is hired to keep a witness alive until the trial. The Assassin doesn't strike on the first night. It sends two thugs to start a brawl in the taproom to learn who guards which door, and on the second night it tests the windows. On the third night it comes for real, from the one approach the party didn't cover. Let observant players spot the probing and change the plan.
The contract in the dead man's coat. The party loots a dead courier and finds a sealed contract naming one of the player characters, with a down payment already made. The Assassin who accepted it is somewhere in the city. The party can hunt it, find out who paid, or buy out the contract at twice the price.
The one who wants out. An Assassin approaches the party in a temple, hands open, and asks them to fake her death. Her guild won't let her retire. She'll pay with the names of three clients, including one the party already trusts. It may be a setup, and the party has no spell-free way to be sure. If this becomes a long arc, Loreify can record your sessions and keep track of every NPC, contract and lie, so you know which clues the party has actually seen.
For quick names and motives for hired killers and their clients, use the NPC generator.
Frequently Asked Questions
What CR is the Assassin in 5e?
The Assassin NPC is CR 8 (3,900 XP) in both the 2014 and 2024 rules.
How does the Assassin's Assassinate trait work?
During its first turn, the 2014 Assassin has Advantage on attack rolls against any creature that hasn't taken a turn yet, and any hit it scores against a surprised creature is a critical hit. The 2024 Assassin doesn't have this trait.
How much damage does an Assassin do?
A 2014 Assassin averages about 35 damage a turn against an AC 17 target with Sneak Attack, and much more from surprise. A 2024 Assassin averages about 40 with three shortsword attacks or about 48 with three crossbow shots, because its poison damage no longer allows a saving throw.
Does the 2024 Assassin have Sneak Attack?
No. The 2024 Assassin has Evasion, Cunning Action and a three-attack Multiattack, but no Sneak Attack or Assassinate. It makes up for them with a higher attack bonus and poison damage that lands automatically on every hit, with no save.
Is the Assassin stat block the same as the Assassin rogue?
No. This is an NPC stat block for a hired killer, with its own hit points, attacks and challenge rating. The Assassin rogue subclass is a player character option and isn't part of this stat block.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.