Monster
Paloma
Outside your table’s allowed sources
Official reference · JttRC · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 15 (studded leather)
- Hit points
- 78 (12d8 + 24)
- Speed
- Walk 25 ft.
- Challenge rating
- 8
- Alignment
- Chaotic Good
- 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 plus any two languages, Gnomish
- Resistances
- poison
Traits
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.
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.
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.