Armor Class
14
Hybrid Poisoner
Medium Humanoid · Neutral Good
Hit Points
26 (4d8 + 8)
Speed
Walk 40 ft.
CR
1
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 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 () Poison damage.
Actions
Toxic Touch
Melee Weapon Attack +6 to hit, reach 5 ft., one target. 7 () Bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become for 1 minute. At the end of each of the target's turns, it must repeat the save, taking 3 () Poison damage on a failed save, or ending the effect on itself on a successful one.