Sources
CR
Type
Size
Alignment
Movement

Obmi

Medium Humanoid (dwarf), Lawful Evil

Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 25 ft.
STR
16
+3
DEX
16
+3
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
16
+3
Saving Throws DEX +6, INT +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances poison
Senses passive Perception 13
Languages Thieves' cant plus any two languages, Dwarvish
Challenge 8 (3,900 XP)

Traits

Assassinate. During its first turn, Obmi 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 Obmi 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). Obmi deals an extra 14 (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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Dwarven Resilience. <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack. Obmi makes three 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.