Mogwai Silent Assassin

Family: Mogwai

Medium fiend, neutral evil

Armor Class 19 (natural armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.

14 (+2) 18 (+4) 12 (+1) 10 (+0) 18 (+4) 9 (-1)

Saving Throws Dex +7, Wis +7
Skills Athletics +8, Acrobatics +10, Sleight of Hand +10, Stealth +10, Perception +10
Senses darkvision 60 ft., passive Perception 20
Languages Understands Common but does not speak
Challenge 6 (2,300 XP)


  • Ambusher. A silent assassin has advantage on attack rolls against any creature it surprises.
  • Stealthy. A silent assassin has advantage on all Dexterity (Stealth) checks.


  • Deadly Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (3d4 + 4) piercing damage. Target must make a DC 15 Constitution save or be subject to a harm spell (see below).
  • Harm (recharge 5-6). On a successful deadly dagger hit, the target must make a DC 15 Constitution saving throw. On a failure, the target is affected as if by a harm spell. On a success the target takes half damage as described under harm. In either case, the silent assassin cannot cause the harm effect again until the ability recharges.


These creatures are fiends summoned only to kill. As their name implies, silent assassins do not speak, but understand any commands that they are given. When summoned, a silent assassin must be given a single target, which it pursues relentlessly until it or the silent assassin is slain. If destroyed, a silent assassin vanishes, drawn back to its home plane, leaving only its dagger behind. Legend holds that slain silent assassins are forced to endure millennia as lesser demons before their original forms are restored. A dagger left behind by a destroyed assassin cannot be used to inflict harm, but remains magical, with a +2 to hit and doing 3d4 + 2 piercing damage.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

This is not the complete section 15 entry - see the full license for this page