Monster
Hybrid Poisoner
Outside your table’s allowed sources
Official reference · GGR · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 14
- Hit points
- 26 (4d8 + 8)
- Speed
- Walk 40 ft.
- Challenge rating
- 1
- Alignment
- Neutral Good
- Strength
- 12
- Dexterity
- 19
- Constitution
- 14
- Intelligence
- 12
- Wisdom
- 13
- Charisma
- 12
- Passive Perception
- 13
- Saving Throws
- dex: +6; con: +4
- Skills
- athletics: +3; perception: +3; stealth: +6
- Senses
- darkvision 30 ft.
- Languages
- Common plus any one language
- Immunities
- poison
- Condition Immunities
- poisoned
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.