Medium Humanoid (Shadar-Kai), Chaotic Neutral
Armor Class 18 (Leather Armour)
Hit Points 120 (13d8 + 62)
Speed 30 ft.
STR
11 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws DEX +10, WIS +7
Skills Deception +11, Sleight of Hand +20, Stealth +15
Damage Resistances Necrotic
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish, Primordial, Thieves’ Cant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Symbiotic Ooze - Amorphous (1/Day). Algor has on/in His person a sentient symbiotic ooze. This allows Algor to, as an action, cause His body to assume the amorphous qualities of an ooze. For the next minute, He (along with any equipment He is wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing.

Symbiotic Ooze - Acid Breath (1/Day). Algor has on/in His person a sentient symbiotic ooze. This allows Algor to, as an action, exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one

Eldritch Tattoo - (1/Day). Algor can, as a bonus action, empower His Shadowfell eldritch tattoo for 1 minute. For the duration, each of his melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from Him, as shadowy tendrils launch toward the target. In addition, His melee attacks deal an extra 1d6 force damage on a hit.

Assassinate. Algor has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit He scores against a creature that is surprised is a critical hit.

Poisoner. Algor ignores resistance to poison damage.

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

Alert. Algor gains a +5 bonus to initiative, He can't be surprised while He is conscious, and other creatures don’t gain advantage on attack rolls against Him as a result of being unseen by Him.

Pack Tactics. Livor has advantage on an attack roll against a creature if at least one of His allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multi attack. Algor makes two attacks.

Vicious Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage and when a creature takes damage Algor's melee or ranged attacks, that creature must succeed on a DC 14 CON saving throw or take 10 (2d8) poison damage and become poisoned until the end of His next turn. If Algor has advantage on an attack (1/turn) he deals an additional 24 (7d6) piercing damage. When Algor roles a 20 on an attack roll with the vicious dagger the target takes an additional 7 piercing damage.

Spellcasting. Algor can cast the following spells, requiring no material components.:

At Will: Disguise Self

 

 

Bonus Actions

Blessing of the Raven Queen (1/Day). Livor can teleport up to 30 ft. to an unoccupied space He can see. He also gains resistance to all damage when He teleports until the start of His next turn.

Poisoner. Algor can apply poison to a weapon or piece of ammunition as a bonus action.. The poisons he can choose to apply are; Drow (Shadar-kai) Poison (3/Day), Purple Worm Poison (1/Day), Serpent Venom (2/Day), Wyvern Poison (1/Day) and Algor Mix (unlimited). A creature subjected to Algor Mix must succeed on a DC 10 constitution saving throw, taking 6 (1d12) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Uncanny Dodge. When an attacker that Livor can see hits Him with an attack, He can use His reaction to halve the attack’s damage against Him
 

Monster Tags: humanoid

CameronBakerRoss

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