Medium Humanoid (any race, Any
Trained in the use of poison, assassins are remorseless killers who work for nobles, guild masters, sovereigns, and anyone else who can afford them.
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. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attacking 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.
Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit d20+6 , 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 on a successful one. Light Crossbow. Ranged Weapon Attack:+6 to hit d20+6 , reach 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 on a successful one.