Underworld Assassins are precision tools, not street muscle. They’re hired to remove specific problems quietly and efficiently — witnesses, rivals, or inconvenient heroes who can’t be handled openly.
In SWURPG encounters, an Assassin is defined by timing and intent. They strike from concealment, hit hard in the opening moments, and disengage the instant the fight turns uncertain. They don’t posture, threaten, or explain themselves. If the job requires a message, someone else delivers it.
Assassins often operate with preparation: mapped exits, pre-positioned smoke charges, and an escape route that assumes the target fights back. They are rarely encountered accidentally — if one appears, someone paid for it.
Use Underworld Assassins to introduce paranoia, consequences, and escalation. The first sign of their presence should be the attack itself.
Recommended Level Range: 3–6 | Difficulty Rating (DR): 1.5
Difficulty Rating (DR): 1.5
Initiative: +5
Type (Size): Humanoid (Medium)
AC: 15 (Reinforced Half-Vest (+2 AC, max Dex bonus 5))
HP: 22 (4d8+4)
Speed: 30 ft.
Attributes:
STR 9 (-1), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 8 (-1)
Saves: DEX +4, WIS +3
Skills: Stealth +6, Perception +4, Investigation +4, Acrobatics +6
Languages: Basic
Equipment: Reinforced Half-Vest, Silenced Blaster Pistol, Vibrodagger, 200 Credits
Traits:
Point Blank Shot. When the Assassin makes a ranged weapon attack against a target within 20 feet, they gain a +1 bonus to attack rolls and +1 to damage rolls.
Stealth Attack. When the Assassin attacks a creature while hidden, they deal an extra 1d6 damage.
Disappear. When the Underworld Assassin takes the Disengage action, it may immediately attempt to Hide as part of the same action.
Actions:
Silenced Blaster Pistol
(Ranged Weapon Attack) : +5 to hit, range/reach 60 ft, One target. Hit: 5 (1d8) energy damage
Vibrodagger
(Melee Weapon Attack) : +5 to hit, range/reach 5 ft, One target. Hit: 8 (2d4+3) kinetic damage
Underworld Assassins rely on surprise, concealment, and short-range execution. They begin encounters Hidden whenever possible, choosing a priority target and opening with a silenced blaster shot. If they attack while hidden, Stealth Attack adds extra damage, making that first hit feel like a planned strike rather than a fair fight.
They prefer to fight inside 20 feet to benefit from Point Blank Shot, using movement and angles to close distance without exposing themselves for long. If threatened or focused, the Assassin disengages immediately and vanishes—Disappear lets them Disengage and attempt to Hide in the same turn, breaking line of sight and forcing the party to hunt them.
If the target survives the opening, the Assassin alternates between short bursts of pressure and repositioning. They avoid stand-up firefights, attack from cover or darkness, and only commit to melee when it guarantees a clean finish with the vibrodagger.
To explore more enemies, return to the Syndicates & Underworld index.