Medium Humanoid (Any Race), Lawful Evil
Armor Class 16 (studded leather)
Hit Points 45 (7d10 + 16)
Speed 30 ft., Climb 20 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +6, INT +3
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Deep Speech, Undercommon Telepathy of 30ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Initiate. During its first turn, the Extractor has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Extractor scores against a surprised creature is a critical hit.

Evasion. If the Extractor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Extractor instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sedation Arrows. All arrows shot from the heavy crossbow are encased with sedative chemicals to extract targets preferred alive. On a hit, the target must succeed on a DC 15 Constitution saving throw or dealt an additional 21 (6d6) sedation points. If the target's hit points are dropped below the total sedation amount, they will fall unconscious for 1 minute. Any additional sedation rolls stack until 1 minute passes. This feature is added into the heavy crossbow.

Actions

Multiattack. The Extractor can make two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage,

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 21(6d6) sedation points. If the target's hit points is dropped below the total sedation amount, they will fall unconscious for 1 minute. Any additional sedation rolls stack until 1 minute passes. 

Description

Black Star Extractors are servants of Mind Flayers. Humanoids kidnapped and raised from a young age to be the ones who hunt for their masters' food rather than the Mind flayer risk it in doing so themselves.

Avoiding the public eye and choose to strike at night when everyone is asleep. They will escape if they know they cannot obtain their master's food. They know they themselves are an asset that the Mind Flayers would prefer not to lose.  

Monster Tags: NPC

Habitat: UnderdarkUrban

TheFrontier123

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