15 (studded leather armor)
78 (12d8+24)
walk 30 ft.
Dex +6, Int +4
Acrobatics +6, Deception +3, Perception +1, Stealth +9
poison
darkvision 120 ft.
Thieves' cant plus any two languages, Elvish
8
During its first turn, Kinyel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kinyel scores against a surprised creature is a critical hit.
If Kinyel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Kinyel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Kinyel 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 Kinyel that isn't incapacitated and Kinyel doesn't have disadvantage on the attack roll.
Kinyel has advantage on saving throws against being charmed, and magic can't put Kinyel to sleep.
While in sunlight, Kinyel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Kinyel's innate spellcasting ability is Charisma (spell save DC 11). Kinyel can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Kinyel 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 make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.