Small Fiend, Neutral Evil
Armor Class 16 (Studded Leather)
Hit Points 40 (8d6 + 16)
Speed 30 ft., Fly 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws DEX +5, CON +4, WIS +2
Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Infernal, Telepathy 120 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Archer's Eye (3/Day). As a bonus action, the Archer can add 1d10 to its next attack or damage roll with a ranged attack.

Pack Tactics. The Archer has advantage on an attack roll against a creature if at least one of the Archer's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Archer makes two attacks.

Fiendish Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (3d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for one minute.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Uncanny Dodge. The Archer halves the damage that it takes from an attack that hits it. The Archer must be able to see the attacker.

Darastrix_the_kobold

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