Medium Humanoid (Human), Neutral
Armor Class 16 studded leather
Hit Points 99 (18d8 + 16)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +7, CHA +6
Senses Passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Poisoned Weapons. A creature hit by one of Abbie’s attacks must make a DC 15 Constitution saving throw. A target takes 7 (2d6) poison damage and has its speed halved until the end of its next turn on a failed save, or half as much damage and no speed reduction on a successful one.

Actions

Multiattack. Abbie makes three rapier or hand crossbow attacks.

Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage. 

Action Ranged Attack. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions

Cunning Action. Abbie can take a bonus action on each of her turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. When an attacker that Abbie can see hits her with an attack, she can use her reaction to halve the attack's damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Abbie hides in the Elfsong Tavern, disguised as a pirate with a fake beard. She tries to keep a low profile while waiting for the heat to cool down. Stowing away on a ship is another option she is considering.
Abbie sits in the taproom next to the staircase, keeping an eye on the door. When trouble comes her way, she fires three bolts against different targets and Dashes into her room upstairs, closing the door behind her. A character who inspects the door and succeeds on a DC 14 Intelligence (Investigation) check, finds that the door is trapped. A character can disarm the trap by succeeding on a DC 16 Dexterity check using thieves’ tools. The trap triggers when the door is opened, creating an explosion centered on the doorstep equal to a fireball spell. Abbie has prepared a body destined to be burned in the explosion, propped up against the far wall. Meanwhile, she escapes through the window. A character who investigates the body and succeeds on a DC 10 Intelligence (Medicine) check realizes that the corpse is several days old. Abbie attempts to keep her distance, using her bonus action to Hide or Dash and pepper the characters with ranged attacks.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Imrar

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