THE SHARED REFERENCE Adventurer

Monster

Bag of Nails

Outside your table’s allowed sources

Official reference · ToA · 2014

Creature type
Humanoid
Size
Medium
Armor class
15 (studded leather)
Hit points
78 (12d8 + 24)
Speed
Walk 30 ft., Climb 20 ft.
Challenge rating
8
Alignment
Chaotic Neutral
Strength
11
Dexterity
16
Constitution
14
Intelligence
13
Wisdom
11
Charisma
10
Passive Perception
13
Saving Throws
dex: +6; int: +4
Skills
acrobatics: +6; deception: +3; perception: +3; stealth: +9
Senses
darkvision 60 ft.
Languages
Thieves' cant, Common, Dwarvish
Resistances
poison

Traits

Feline Agility

When Bag of Nails moves on its turn in combat, he can double his speed until the end of the turn. Once he uses this trait, Bag of Nails can't use it again until he moves 0 feet on one of his turns.

Assassinate

During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a surprised creature is a critical hit.

Evasion

If Bag of Nails is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Bag of Nails instead takes no damage if he succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn)

Bag of Nails deals an extra 14 (4d6) damage when he 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 his that isn't incapacitated and Bag of Nails doesn't have disadvantage on the attack roll.

Actions

Multiattack

Bag of Nails makes two shortsword attacks.

Claw

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

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.

Longbow

Ranged Weapon Attack: +6 to hit, range 150/600 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.

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