Ghostknife Infiltrator

Level 3
Creature· humanoidRareMediumLegacy
AC
19
HP
45
Speed
25 ft.
Perception
+10
Fort
+6
Ref
+11
Will
+8
Languages common, vishkanyan
Senses low-light-vision
Skills deception +11, stealth +11, acrobatics +9, diplomacy +9, thievery +9, athletics +7, society +7
Recall Knowledge DC 23 (society)

Attacks

Melee Kukri +11 (agile, finesse, trip), Damage 1d6+4 slashing
Melee Shuriken +11 (agile, monk, reload 0 ft., thrown 20 ft.), Damage 1d4+4 piercing

Abilities

+2 to Fortitude Saves vs. Poison
Envenom

Frequency once per day


Effect Using either saliva or blood, the infiltrator 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 infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.

Proficient Poisoner

The infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.

Sneak Attack

The infiltrator deals 1d6 extra precision damage to Off-Guard creatures.

Vishkanyan Venom

Saving Throw DC 20 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d4 poison damage and Off-Guard (1 round)

Stage 3 1d4 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)