THE SHARED REFERENCE Adventurer

Monster

Kinyel Druu'giir

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
15 (studded leather)
Hit points
78 (12d8 + 24)
Speed
Walk 30 ft.
Challenge rating
8
Alignment
Neutral Evil
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 120 ft.
Languages
Thieves' cant plus any two languages, Elvish, Undercommon
Resistances
poison

Traits

Assassinate

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

Evasion

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

Sneak Attack (1/Turn)

Kinyel 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 Kinyel that isn't incapacitated and Kinyel doesn't have disadvantage on the attack roll.

Fey Ancestry

The drow assassin has advantage on saving throws against being charmed, and magic can't put the drow assassin to sleep.

Sunlight Sensitivity

While in sunlight, the drow assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Kinyel 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.

Innate Spellcasting

The drow assassin's innate spellcasting ability is Charisma (spell save DC 11). The drow assassin can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Quick preview