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. Cunning Action. On each of its turns, the assassin can use a bonus action to take the Dash, Disengage, or Hide action. Pack Tactics. The assassin has advantage on an attack roll against a creature if at least one of the assassin's allies is within 5 ft. of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) 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. Sunlight Sensitivity. While in sunlight, the assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.