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.
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.
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.
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