Armor Class
16
Leather Armor
Hit Points
66
(6d8 + 18)
Speed
20 ft., walk 50 ft., swim 25 ft.
STR
12
(+1)
DEX
18
(+4)
CON
16
(+3)
INT
13
(+1)
WIS
14
(+2)
CHA
18
(+4)
Saving Throws
DEX +7, INT +4
Skills
Deception +10, Intimidation +10, Persuasion +10, Stealth +11
Condition Immunities
Frightened
Senses
Darkvision 60', Passive Perception 15
Languages
Common, Thieves' Cant, Undercommon
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Feline Agility (Special). When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Sneak Attack (Special). Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Actions
Multiattack. Xerbaccus makes 3 attacks per turn.
Claws. Your claws are natural weapons that you can use for unarmed strikes that deal 1d4 +1 slashing damage.
Unarmed Strike. You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: (1d8 + 5) Slashing damage.
Dagger. Ranged or Melee Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: (1d4 + 5) Piercing damage.
Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., 1 target. Hit: (1d6 + 5) Piercing damage.
Reactions
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Legendary Actions
Legendary Resistance (1/Day): If Xerbaccus fails a saving throw, it can choose to succeed instead.







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