Medium Humanoid, Chaotic Neutral
AC 16    Initiative +10 (20)
HP 46 (7d8 + 14)
Speed 35 ft.
Mod Save
STR 11 +0 +0
DEX 18 +4 +7
CON 14 +2 +2
Mod Save
INT 16 +3 +6
WIS 11 +0 +0
CHA 10 +0 +0
Skills Acrobatics +7, Perception +6, Sleight of Hand +10, Stealth +10
Senses Passive Perception 16
Languages Common, Thieves' Cant
CR 5 (XP 1,800; PB +3)
Traits

Evasion. If Za'ji is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Za'ji instead takes no damage if it succeeds on the save and only half damage if it fails. He can’t use this trait if he has the Incapacitated condition.

Actions

Multiattack. Za'ji makes two attacks, using his scimitar or pistol in any combination.

Scimitar. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of Za'ji's next turn.

Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 9 (1d10 + 4) Piercing damage.

Bonus Actions

Cunning Action. Za'ji takes the Dash, Disengage, or Hide action.

Fast Hands. Za'ji can attempt to steal an item off someone as a Bonus Action. To do so, he makes a Sleight of Hand check against their passive WIS (Perception). 

Reactions

Disarm. Upon taking damage from a melee weapon attack, Za'ji can attempt to disarm a creature of their weapon using his Scimitar. He imposes a DC 15 DEX or STR Save, or the creature drops it's weapon. This has no effect on a creature with natural weapons.

Habitat: Any

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