Medium Plant, Any Good Alignment
Armor Class 16 (Peel of Steel)
Hit Points 63 (6d10 + 10)
Speed 45 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +5
Skills Acrobatics +6, Stealth +6
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 18
Languages any two languages (usually Common, Halfling, Sylvan, Elvish, or Primordial)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Photosynthesis. Fruit-Folk can hold their "breath" for 5 hours, 3 hours in fresh water, and 1 hour in salt water.

Ancestral Sight. While closing their eyes Fruit-Folk can use the traits of their ancestors to use 10ft of blindsight.

Ancestral Speech. Fruit-Folk can speak to other Fruit-Folk and plant life through touch.

Slapstick. If the Rogue flees from battle, any creature that pursues them must succeed a DC 12 dexterity saving throw. On a failure, they fall prone and take 1 bludgeoning damage. The pursuer has somehow tripped on a banana peel. 

Evasion. When the Rogue is subjected to an effect that allows it to make a DEX saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Ambush Master. The Rogue has advantage on initiative rolls. In addition, the first creature it hits during the first round of a combat becomes easier for it and others to strike; attack rolls against that target have advantage until the start of the Rogue's next turn.

 

Actions

Multiattack. The Rogue can attack twice with its weapon.

Crossbow. Ranged Weapon Attack: +8 to hit, reach 30/120 ft., one target. Hit: 11 (1d6 + 5) piercing damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d4 +3) piercing damage.

Potent Poison. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 CON saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Sneak Attack. Once per turn, the Rogue can deal an extra 5d6 damage to one creature it hits with an attack with a finesse or ranged weapon if it has advantage on the attack roll. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and it doesn’t have disadvantage on the attack roll.

Edible. Fruit People are edible beings. The Banana Rogue may break off a small part of their body, a maximum of 4 times per long rest, at the cost of 1 hit point. When someone eats the severed part of the body within the first 12 hours while it is fresh, they receive 1d8 temporary hit points. These severed pieces only grow back with a long rest in direct sunlight.

Bonus Actions
Cunning Action. The Rogue can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action.
Apply Poison. The Rogue can coat a weapon or piece of ammunition in poison.
Steady Aim. As a bonus action, the Rogue can give itself advantage on its next attack roll on the current turn. It can use this bonus action only if it hasn’t moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.
Reactions
Opportunity Attack
Skirmisher. The Rogue can move up to half its speed as a reaction when an enemy ends its turn within 5 ft. of it without provoking opportunity attacks.
Uncanny Dodge. When an attacker that the Rogue can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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