Assassin
Medium humanoid, any non-good alignment
STR
11
DEX
16
CON
14
INT
13
WIS
11
CHA
10
Armor Class: 15
Hit Points: 78 (12d8+24)
Speed: Walk 30 ft., Swim
Challenge Rating: 8 (3900 XP)
Saving Throws: Dex +6 Int +4
Skills: Acrobatics +6 Deception +3 Perception +3 Stealth +9
Senses: passive perception 13
Languages: Thieves' cant plus any two languages
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 13 (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.