Medium Fey
Armor Class 16 Leather Armor
Hit Points 71 (10d8)
Speed 35 ft.
STR
8 (-1)
DEX
20 (+5)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +9, INT +4, CHA +6
Skills Acrobatics +13, Deception +6, Insight +10, Perception +10, Sleight of Hand +13, Stealth +9
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Darkvision 60 feet, Truesight 30 feet, Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Evasion. You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.

Reliable Talent. Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

-When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

-When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Actions

Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.

You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

Cunning Strike. You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC is 17

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. (Poisoned: Disadvantage on attack rolls and ability checks)

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

 

Venomfang (+2 Dagger). Melee Weapon Attack: +11 to hit, Hit:  1d4 + 7 Piercing damage. Nick. When you make a dual wield attack with your offhand weapon, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Dagger. Melee Weapon Attack: +9 to hit, Hit:  1d4 + 5 Piercing damage. Nick. When you make a dual wield attack with your offhand weapon, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Short Bow. Ranged Weapon Attack: +9 to hit, range 80/320 ft, Hit: 1d6 + 5 piercing damage. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

 

As a Tiefling, you know the Chill Touch cantrip. Once per day, you may also cast False Life and Ray of Enfeeblement. Your spell attack modifier for these spells is 6 and your spell saving throw is 14

Bonus Actions

Venomfang. As a bonus action, you may infuse this weapon with venom. The next successful attack made on a target deals an additional 3d8 poison damage. Once this effect is used, it may not be used again until after a long rest.

Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Steady Aim. As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.

Mythic Actions

Chill Touch. Range: Touch

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 2d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

 

False Life.

You gain 2d4 + 4 Temporary Hit Points.

 

Ray of Enfeeblement. Range: 60 ft

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for one minute. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Description

2 enhanced green mushrooms

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

AgentMarcx

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