Hybrid Poisoner

Guildmasters' Guide to Ravnica p. 217

Tamaño
Mediano
Tipo
humanoid (simic hybrid)
Alineamiento
neutral bueno
CA
14
Puntos de golpe
26 (4d8+8)
Velocidad
walk 40 ft.
Salvaciones
Dex +6, Con +4
Habilidades
Athletics +3, Perception +3, Stealth +6
Inmunidades
poison
Inmunidad a estados
poisoned
Sentidos
darkvision 30 ft.
Percepción pasiva
13
Idiomas
Common plus any one language
Desafío
1
Linaje
Poisoner
FUE
12
+1
DES
19
+4
CON
14
+2
INT
12
+1
SAB
13
+1
CAR
12
+1

Rasgos

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.

Acciones

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.

Otros datos

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.