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Taba the Black

Medium humanoid (drow), chaotic neutral

Armor Class 17 (studded leather)


Hit Points 132 (12d8 + 36)
Speed 30ft.

STR DEX CON INT WIS CHA


8 (-1) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

Saving Throws Dex +8, Int +5


Skills Acrobatics +11, Deception +8, Perception +8,
Stealth +11
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 18
Languages Thieves' cant, dwarven (mountain)
Challenge 12 (8,400 XP)

Innate Spellcasting. Taba's innate spellcasting ability


is Charisma. She can cast the following spells (spell
save DC 14), requiring no material components:
At will: dancing lights, detect magic
1/day each: darkness, dispel magic, expeditious
retreat, shadow blade
Assassinate. During her first turn, Taba has
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit that Taba scores against
a surprised creature is a critical hit.
Evasion. If Taba is subject to an effect that allows
her to make a Dexterity saving throw to take only
half damage, she instead takes no damage if she
succeeds on the saving throw, and only half
damage if she fails.
Sneak Attack (1/Turn). Taba deals an extra 13 (4d6) Reactions
damage when she hits a target with a weapon Parry. Taba adds +3 to her AC against one melee
attack and has advantage on the attack roll, or when attack that would hit her. To do so, she must see
the target is within 5 feet of an ally of Taba's that the attacker and be wielding a melee weapon.
isn't incapacitated and Taba doesn't have
disadvantage on the attack roll.
Legendary Actions
Actions Taba can take 3 legendary actions, choosing from
Multiattack. Taba makes two dagger attacks. the options below. Only one legendary action can
be used at a time and only at the end of another
Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., creature's turn. Taba regains spent legendary
one target. Hit: 5 (1d4 + 5) piercing damage, and actions at the beginning of her turn.
the taget must make a DC 15 Constitution saving
throw, taking 24 (7d6) poison damage on a failed Weapon Attack. Taba makes a weapon attack.
save, or half as much damage on a successful one. Shadow Step. Briefly surrounded by grasping
As a bonus action, Taba can make one additional shadow, Taba teleports up to 30 feet to an
off-hand dagger attack. unoccupied space that she can see. Double this
distance if the target space is obscured by
Light Crossbow. Ranged Weapon Attack: +8 to hit,
shadows.
range 80/320 ft., one target. Hit: 7 (1d8+3)
piercing damage, and the target must succeed on a Set Up (Costs 2 Actions). Taba targets one ally she
DC 13 Constitution saving throw or be Poisoned can see within 30 feet of her. If the target can hear
for 1 hour. The poisoned creature is Unconscious. and see her, the target can move up to its speed
and make one weapon attack as a reaction.

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