Medium Humanoid (Changeling), Lawful Neutral
Armor Class 17 Studded Leather
Hit Points 180 (20d8 + 80)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +10, INT +8, WIS +7
Skills Acrobatics +15, Deception +14, Insight +8, Perception +8, Stealth +15
Senses Passive Perception 18
Languages Common, Draconic, Dwarvish, Elvish, Thieves' Cant
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. Archan can use his action to polymorph into a different humanoid he has seen or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Evasion. If Archan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and half damage on a failure.

Cunning Action. Archan can take a bonus action to take the Dash, Disengage, or Hide action.

Uncanny Dodge. When an attacker that Archan can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Sneak Attack (1/turn). Archan deals an extra 14 (4d6) damage when he 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 Archan that isn't incapacitated and Archan doesn't have disadvantage on the attack roll.

Assassinate. During the first turn of combat, Archan has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Archan scores against a surprised creature is a critical hit.

Shadow Step. When in dim light or darkness, as a bonus action, Archan can teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness.

Leader's Presence. Archan and friendly creatures within 30 feet of him gain advantage on saving throws against being frightened.

 

Actions

Multiattack. Archan makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Masterful Strike. Archan makes a melee attack. If it hits, the target must make a DC 18 Constitution saving throw or take an additional 21 (6d6) poison damage.

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions

Redirect Attack. When a creature Archan can see targets him with an attack, he can use his reaction to force that creature to target another creature within 5 feet of him, other than the attacker. The new target must be valid for the attack, and if more than one creature meets the criteria, the attacker chooses which one to target.

Description

Archan is a master of manipulation and deception. He is charming, quick-witted, and always seems to be one step ahead of those who try to oppose him. He is highly intelligent, strategic, and values loyalty within his organization. Archan is not without a sense of honor among thieves, and he despises unnecessary violence or chaos that could draw unwanted attention to the Black Hoods.

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