Medium Or Small Beast, Lawful Neutral
Armor Class 17 Unarmored Defense
Hit Points 104 (16d8 + 32)
Speed 20 ft., Swim 70 ft.
STR
12 (+1)
DEX
24 (+7)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +5, CHA +7
Skills Acrobatics +10, Deception +10, Sleight of Hand +10, Stealth +10
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Cold
Condition Immunities Charmed, Prone
Senses Truesight 60ft, Passive Perception 18
Languages All understands Harp Seal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sneak Attack

Once per turn, the Rogue deals an extra 17 (5d6) damage when it 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 the assassin that isn't incapacitated, and the Rogue doesn't have disadvantage on the attack roll.

Cunning Action

 your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

Evasion

 you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Assassinate

 you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

 

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.

Combat Knife. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Bonus Actions

Cunning Action

 The Rogue can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action.

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

Uncanny Dodge

when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Description

Baby Harp Seal wearing a little hood and bandana with two little combat daggers.

Habitat: Arctic

Arknightwolf

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