Paloma
Journeys through the Radiant Citadel p. 52
- Size
- Small
- Type
- humanoid (gnome)
- Alignment
- chaotic good
- AC
- 15 (studded leather armor)
- Hit Points
- 78 (12d8+24)
- Speed
- walk 25 ft.
- Saving Throws
- Dex +6, Int +4
- Skills
- Deception +3, Stealth +9, Acrobatics +6, Perception +3
- Resistances
- poison
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Thieves' cant plus any two languages, Gnomish
- Challenge
- 8
Traits
Proficiency Bonus
+3
Assassinate
During its first turn, Paloma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Paloma scores against a surprised creature is a critical hit.
Evasion
If Paloma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Paloma instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn)
Paloma deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Paloma that isn't incapacitated and Paloma doesn't have disadvantage on the attack roll.
recharge
1/TURN
Gnome Cunning
Paloma has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Actions
Multiattack
Paloma makes two shortsword attacks.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.