Hollow Man

Medium humanoid (any race), neutral evil

Armor Class

12 (leather armor)

Hit Points

49 (9d8 + 9)

Speed

30 ft.

Skills

Deception +5, Persuasion +5, Performance +5

Languages

Common

Challenge

4

Cunning Opportunist

The hollow man has advantage on the attack rolls of opportunity attacks.

Evasion

If the hollow man is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the hollow man instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 10 (3d6) poison damage.

Overact (3/Day)

The hollow man can attempt to charm another humanoid with their overacting. The target must make a DC 14 Wisdom saving throw or become charmed for 1 minute. If the target takes any damage the effect ends. The target can repeat the saving throw at the end of each of its turns. If a target makes a successful saving throw, they are immune the hollow man's overacting for the next 24 hours.