Bestiary · Humanoid

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
Found in
Jungle , Istryx

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.