18 (+1 studded leather)
81 (18d4+36)
walk 10 ft., fly 40 ft.
Perception +4, Stealth +11
Common, Elvish, Sylvan
4
On his turn, Commander Pricklethrust can take one additional action.
If Commander Pricklethrust moves at least 20 feet straight down toward a creature and then hits it with an attack on the same turn, the target takes an extra 7 (3d4) piercing damage.
Commander Pricklethrust scores a critical hit on a roll of 19 or 20.
Commander Pricklethrust deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Commander Pricklethrust that isn't incapacitated and Commander Pricklethrust doesn't have disadvantage on the attack roll.
Commander Pricklethrust makes three attacks: two with his +1 scimitar and one with his +1 dagger.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 slashing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 piercing damage.
Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 7 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Commander Pricklethrust touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, Commander Pricklethrust also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw
Commander Pricklethrust magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment Commander Pricklethrust wears or carries is invisible with it.