Tough Ghostknife Infiltrator
Level 5Creature· humanoidRareMediumLegacy
AC
22
HP
75
Speed
25 ft.
Perception
+10
Fort
+9
Ref
+14
Will
+11
Languages common, vishkanyan
Senses low-light-vision
Skills deception +14, stealth +14, acrobatics +12, diplomacy +12, thievery +12, athletics +10, society +10
Recall Knowledge DC 25 (society)
Attacks
Melee Kukri +14 (agile, finesse, trip), Damage 1d6+7 slashing
Melee Shuriken +14 (agile, monk, reload 0 ft., thrown 20 ft.), Damage 1d4+7 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 2d6 extra precision damage to Off-Guard creatures.
Vishkanyan Venom
Saving Throw DC 20 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage (1 round)
Stage 2 1d6 poison damage and Off-Guard (1 round)
Stage 3 2d6 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)