Hybrid Poisoner

Guildmasters' Guide to Ravnica p. 217

Size
Medium
Type
humanoid (simic hybrid)
Alignment
neutral good
AC
14
Hit Points
26 (4d8+8)
Speed
walk 40 ft.
Saving Throws
Dex +6, Con +4
Skills
Athletics +3, Perception +3, Stealth +6
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 30 ft.
Passive Perception
13
Languages
Common plus any one language
Challenge
1
Lineage
Poisoner
STR
12
+1
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
12
+1

Traits

Assassinate

During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.

Poisonous Skin

Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.

Actions

Toxic Touch

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.

Other data

description

Simic Hybrids: The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.