Medium or Small Humanoid, Neutral
Armor Class 16 Initiative +10 (20) Hit Points 97 (15d8 + 30) Speed 30 ft.
Saving Throws Str +0, Dex +7, Con +2, Int +6, Wis +0, Cha +0
Skills Acrobatics +7, Perception +6, Stealth +10
Damage Resistances Poison
Gear Light Crossbow, Shortsword, Studded Leather Armor
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge Rating 8
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.
The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
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.
Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage.
The assassin takes the Dash, Disengage, or Hide action.