Medium humanoid (simic hybrid), Neutral Good
| Armor Class | 14 |
|---|---|
| Hit Points | 26 (4d8 + 8) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 19 (+4) | 14 (+2) | 12 (+1) | 13 (+1) | 12 (+1) |
| Saving Throws | Con +4, Dex +6 |
|---|---|
| Skills | Athletics +3, Perception +3, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | darkvision 30 ft., passive Perception 13 |
| Languages | Common plus any one language |
| Challenge | 1 |
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.
Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.
Melee Attack Roll: +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.