Spirit Assassin

Medium undead, any lawful

Armor Class 18 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 40 ft., fly 40 ft. (hover)

13 (+1) 18 (+4) 12 (+1) 13 (+1) 18 (+4) 13 (+1)

Saving Throws Str +4, Dex +7, Con +4, Wis +7
Skills Acrobatics +7, Athletics +4, Insight +7, Intimidation +4, Perception +10, Religion +7, Stealth +10, Survival +7
Damage Resistances acid, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 20
Languages Common, Primordial
Challenge 8 (3,900 XP)
Proficiency Bonus +3


  • Assassinate. During its first turn, the spirit assassin has advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. Any hit the spirit assassin scores against a surprised creature is a critical hit.
  • Ethereal Hunter. The spirit assassin can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. It has advantage on all Intelligence and Wisdom checks to find undead creatures or discern information about them.
  • Incorporeal Movement. The spirit assassin can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


  • Multiattack. The spirit assassin makes two weapon attacks, or one weapon attack and uses its Rain of Darts.
  • Essence-Stealing Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic or radiant damage (spirit assassin’s choice).
  • Shadowy Darts. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (3d4 + 4) force damage, and the target’s speed is reduced by 10 feet until the end of the spirit assassin’s next turn.
  • Rain of Darts. (Recharge 5–6). The spirit assassin hurls an impossibly fast flurry of shadowy darts in a 30-foot cone. Each creature in that area must attempt a DC 15 Dexterity saving throw, taking 19 (6d4 + 4) force damage on a failed save, or half as much damage on a successful one.
  • Spellcasting. The spirit assassin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):



The spirit assassin is an unholy servant that is usually found in the employ of necromancers, or it may be a dark specter who wanders a cursed land in search of lives to end. The spirit assassin is one of the deadliest and most cunning Undead known to inhabit this world.

Capable of passing between the Ethereal and Material Planes, the spirit assassin can easily sneak up on unsuspecting victims and use its dark powers to drain the life force of its quarry.

It is said that in times of war desperate rulers seek out dark practitioners, such as hags or necromancers, and employ them to summon spirit assassins to find and slay their enemies. Foolish monarchs who refuse to uphold their end of a bargain with these dark practitioners usually find themselves the next victim of these Undead assassins.

A living assassin of great skill is a deadly threat, but one who has shed its mortal form is far more lethal.

Capable of passing through solid walls to seek their targets, using shadowy projectiles to bind their foes, and draining the life of their victims, the spirit assassin has an arsenal of dark powers which make it near impossible to stop. The spirit assassin has a plethora of illusions at its disposal, including the ability to create small objects, mimic simple sounds, or weave orbs of darkness.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

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