Zaelyth Saboteur
Saboteurs work ahead of a canopy clan's strike, disabling locks and sentries, and are usually gone before the strike begins. Their venom is metabolically expensive and is spent only on a target that has noticed them. They are found in the canopy layer of Istryx and behind whatever line the clan is about to hit.
- Physiology
- Humanoid
- Size
- Small
- Speed
- 40 ft., climb 40 ft.
- Armor class
- 16 (matte scale)
- Hit points
- 93 (17d6 + 34)
- Proficiency
- +3
- STR 12 +1 save +1
- DEX 20 +5 save +8
- CON 15 +2 save +2
- INT 16 +3 save +6
- WIS 16 +3 save +3
- CHA 13 +1 save +1
- Skills
- Stealth +11 , Technology +6 , Sleight of Hand +8 , Acrobatics +8
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Istryx, Common
Equipment
Traits
-
Silent Movement
The saboteur cannot be heard while moving, and has advantage on attacks against a creature that has not yet acted this combat.
-
Venom Fangs
Once per short rest, one attack this turn also deals 4d6 poison damage and poisons the target for one minute.
Actions
-
Fang Knife
+8 to hit · Combat Knife · reach 5 ft.
1d6 + 5 piercing damage
The saboteur makes two attacks. Against a creature that has not yet acted this combat, each hit deals an extra 2d6 damage.
-
Spend Venom Reaction
When a creature within 5 feet turns toward the saboteur, notices it, or raises an alarm, the saboteur makes one Fang Knife attack against it with advantage. On a hit the target takes an extra 4d6 poison damage and is Poisoned for 1 minute.