Npc: Infested Duelist
Medium Humanoid, chaotic neutral. CR 9, AC 18, 144 HP. Traits: Evasion, Parasite Sense, Plant-Powered Mobility.
- Armor class
- 18
- Hit points
- 144
- Challenge
- 9
- Creature type
- Humanoid
- Size
- Medium
- Alignment
- chaotic neutral
Stat block
- Cha
- 15
- Con
- 10
- Dex
- 20
- Int
- 10
- Str
- 11
- Wis
- 16
- Speed
- Walk: 40; Climb: 30
- Senses
- passive Perception 13
- Skills
- Perception: 3
- Actions
- Multiattack. One Slam attack and two Shortsword attacks or it makes two Thorn Shot attacks.
- Shortsword. Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage.
- Slam. Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (2d8+6) bludgeoning damage and target: DC 15 Con save. On failure target takes 14 (4d6) poison and is poisoned 1 min. On success target takes half damage and isn't poisoned. Poisoned target can re-save at end of each of its turns success ends effect on itself.
- Thorn Shot. Melee Weapon Attack: +10 to hit 30/120' one target 10 (2d4+5) piercing damage + 7 (2d6) poison.
- Languages
- any one language (usually Common)
- Reactions
- Spore Cloud. When it takes damage from a ranged attack emits a burst of thick yellow spores that surround infested duelist and heavily obscure area within 5 ft. of it. Spores dissipate at start of duelist's next turn.
- Saving throws
- Wisdom: 7; Charisma: 6; Constitution: 4
- Damage immunities
- poison
- Special abilities
- Evasion. If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails.
- Parasite Sense. Advantage on attacks vs. poisoned creatures.
- Plant-Powered Mobility. Opportunity attacks made vs. duelist have disadvantage. If the duelist is prone at the start of its turn it can immediately stand with o costing movement.
- Damage resistances
- acid
- Condition immunities
- exhaustion, restrained, poisoned
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).