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Snatcher

Medium humanoid, any non-good
Armor Class 18 (Studded Leather +1)
Hit Points 150 (20d8+60) 20d8+60
Speed 35ft Swim: 30ft Climb: 20ft

STR
16 +3
DEX
18 +4
CON
17 +3
INT
15 +2
WIS
19 +4
CHA
11 0

Saving Throws Dexterity +8, Wisdom +8
Skills Acrobatics +8, Athletics +7, Intimidation +4, Survival +8, Sleight of Hand +8, Stealth +12
Senses Darkvision (if applicable)
Languages Common, Undercommon, another language of choice
Challenge 7 (2,900 XP)


Actions

Multiattack. The Snatcher makes two Chain Whip attacks and one Rapier Attack.   Snatcher's Chain Whip. Melee Weapon Attack: +8 to hit, reach 10ft. one target. Hit: 11 (2d6+4) 2d6+4 magical slashing damage. If both Chain Whip attacks hit in a single turn, the target is grappled (escape DC 16) and pulled within reach of the Deep Gouging Dagger attack, if the target was farther than 5ft away, The target must be of a size category of Large or smaller to be pulled this way.   Rapier. Melee Weapon Attack: +8 to hit, reach 5ft. one target. Hit: 13 (2d8+4) 2d8+4 magical piercing damage.   Deep Gouging Dagger. Melee Weapon Attack: +8 to hit, reach 5ft. one target. Hit: 24 (8d4+4) 8d4+4 magical piercing damage. The target must make a Constitution saving throw (save DC 16) or become paralyzed for 1 minute. The target can make this save again at the end of their turn.

Reactions

Deflection. The Snatcher swiftly parries a blow with their dagger, redirecting the attack harmlessly.  


 

The snatchers have a violent culture, they keep various trinkets of their victims. They abuse enchantment magicks, and use spells like hold person and heat metal, as well as crown of madness and other effects. Snatchers are meant to run. They have increased their stamina through heavy training and hard life circumstances.

Snatchers can operate in any environment effectively.


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