15 (studded leather armor)
78 (12d8+24)
walk 30 ft.
Dex +6, Int +4
Acrobatics +6, Deception +3, Perception +3, Stealth +9
poison
Thieves' cant plus any two languages
8
During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit.
If Andras is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Andras instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Andras deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Andras that isn't incapacitated and Andras doesn't have disadvantage on the attack roll.
Andras advantage on Wisdom (Perception) checks that rely on hearing or sight.
Andras makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.