Medium Or Small Humanoid, Neutral
Armor Class 16
Hit Points 65 (15d8 + 30)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
16 (+3)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +7, INT +6
Skills Acrobatics +7, Perception +6, Stealth +10
Damage Resistances Poison
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Fey Ancestry. Sariel has advantage on saving throws against being charmed, and magic can’t put the Sariel to sleep.

Innate Spellcasting. Sariel's innate spellcasting ability is Wisdom (spell save DC 14). Sariel can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb. Sariel can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, Sariel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. Sariel ignores movement restrictions caused by webbing.

Sniper's Eye. Attacking at long range doesn't impose disadvantage on Sariel's Longbow attacks, and her Longbow attacks ignore half cover.

Special Arrows. When Sariel makes a Longbow attack, she can use one of the following special arrows instead of a normal arrow. Only one special arrow can modify an attack.

Widow's Kiss Arrow (2/Day). On a hit, the target takes an additional 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.

While poisoned this way, the creature also can't regain hit points.

Spider-Silk Arrow (2/Day). On a hit, enchanted strands of alchemically hardened spider silk erupt around the target.

A Large or smaller target must succeed on a DC 14 Strength saving throw or be restrained until the end of its next turn.

A restrained creature can use its action to make a DC 14 Strength (Athletics) check, ending the effect on itself on a success.

Shadeglass Arrow (2/Day). On a hit, the arrow shatters and releases concentrated magical shadow. The target takes an additional 7 (2d6) necrotic damage and can't take reactions until the start of Sariel's next turn.

A 10-foot-radius sphere centered on the target is also heavily obscured by magical darkness until the start of Sariel's next turn.

Seeker Arrow (2/Day). This enchanted arrow twists through the air toward Sariel's chosen prey. Sariel makes the attack with advantage, and the attack ignores half and three-quarters cover.

On a hit, the target is magically marked until the end of Sariel's next turn. During that time, the target gains no benefit from being invisible or hidden against Sariel, and Sariel always knows its direction while it remains within 600 feet of her.



Actions

Multiattack. Sariel makes two attacks, using Shortsword or Longbow in any combination.

Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus  (2d4) Poison damage, and the target must succeced a a DC 13 Con save and has the Poisoned condition until the start of the her next turn if failed.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Bonus Actions

Cunning Action. Sariel takes the Dash, Disengage, or Hide action.

One Breath, One Shot (Recharge 5–6). Sariel steadies herself and makes one Longbow attack against a creature she can see within 600 feet.

This attack is made with advantage, ignores half and three-quarters cover, and doesn't suffer disadvantage from any source caused by distance or visibility short of total cover.

On a hit, the attack deals an additional 18 (4d8) piercing damage.

If Sariel hasn't moved since the start of her turn, the additional damage increases to 27 (6d8) piercing damage.

After making the attack, Sariel can immediately take the Hide action.

Fateful Quiver (Recharge 5–6). Sariel reaches into a collection of experimental enchanted arrows and draws one without looking. Roll a d6 and consult the table below.

The arrow remains available until the end of Sariel's next turn. Using an arrow obtained through Fateful Quiver doesn't expend one of that arrow's normal daily uses.

d6 Arrow
1 Widow's Kiss Arrow
2 Spider-Silk Arrow
3 Shadeglass Arrow
4 Seeker Arrow
5 Heartseeker Arrow
6 Deathbloom Arrow

Heartseeker Arrow. Available only through Fateful Quiver. This unnaturally thin arrow seems to correct its own course in flight. The attack ignores half and three-quarters cover and is made with advantage.

On a hit, the target takes an additional 18 (4d8) piercing damage.

If Sariel was hidden from the target when she made the attack, the additional damage becomes 27 (6d8) piercing damage instead.

Deathbloom Arrow. Available only through Fateful Quiver. The arrowhead contains a volatile mixture of poison, alchemy, and shadow magic.

On a hit, the target takes an additional 13 (3d8) poison damage. The arrow then erupts in a cloud of black-green vapor.

The target and each other creature within 10 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature takes 13 (3d8) poison damage and is poisoned until the end of its next turn. On a successful save, it takes half as much damage and isn't poisoned.

The creature originally struck by the arrow automatically fails this saving throw.

Previous Versions

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11/10/2026 4:51:31 PM
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