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Scython

Medium Tiefling, Ferryman, Neutral Good

Armor Class 15 (studded leather)
Hit Points 87 12d8+24
Speed: 30 ft

STR

16
( +3 )

DEX

18
( +4 )

CON

12
( +1 )

INT

14
( +2 )

WIS

11
( +0 )

CHA

14
( +2 )

Saving Throws Str +4, Dex +6, Wis +2
Skills

Athletics + 8, History +5, Stealth +8

Damage Resistances fire
Senses

darkvision 60ft. passive perception 10

Languages Common, Infernal
Challenge Rating 4
Proficiency Bonus 3

Innate Spellcasting. Scythons spellcasting ability is Charisma (spell save DC 12). Scython can innately cast the following spells, requiring no material components:

At will:

Thaumaturgy


Mage Slayer: When Scython damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. He also has advantage on saving throws against spells cast by creatures within 5 feet of him.

Actions

Multiattack. Scython makes three melee attacks: two with his scimitar and one with his dagger. Or Scython makes two ranged attacks with his daggers.


Scimitar: Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit: 6 (1d6 + 4) slashing damage.


Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or range 20/60 ft, one target. Hit: (1d6 + 3) piercing damage.

Reactions

Parry. Scython adds 2 to his AC against one melee attack that would hit him. To do so, he must see the atttacker and be wielding a melee weapon.

Caster Counterattack: When a creature within 5 feet of Scython casts a spell, he can make a melee weapon attack against that creature.


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