Vishkanya Infiltrator

Vishkanya Infiltrator

Creature 3

Perception +10; low-light vision

Languages Common, Vishkanyan

Skills Acrobatics +9, Athletics +7, Deception +11, Diplomacy +9, Society +7, Stealth +11, Thievery +9

Str +2, Dex +4, Con +1, Int +0, Wis +1, Cha +2

Items disguise kit, kukri, leather armor, shuriken (10), thieves’ tools

AC 19; Fort +6 (+8 vs. poisons), Ref +11, Will +8

HP 45

Speed 25 feet

Melee kukri +11 (agile, finesse, trip), Damage 1d6+4 slashing

Ranged shuriken +11 (agile, thrown 20 feet), Damage 1d4+4 piercing

Envenom Frequency once per day; Effect Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they’re holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action.

Flexible The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.

Proficient Poisoner The vishkanya infiltrator doesn’t lose the poison on a weapon due to a critically failed Strike.

Sneak Attack The vishkanya deals 1d6 extra precision damage to flat-footed creatures.

Vishkanyan Venom (injury, poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and flat-footed (1 round); Stage 3 1d4 poison damage, flat-footed, and a –5-foot penalty to Speed (1 round)