Koris

Medium humanoid (tiefling), Lawful Neutral

Armor Class

15 (studded leather)

Hit Points

78 (12d8 + 24)

Speed

walk 30 ft.

Saves

Dex +6, Int +4

Skills

Acrobatics +6, Deception +3, Perception +3, Stealth +9

Damage Resistances

poison, fire

Senses

darkvision 60 ft.

Languages

Thieves' cant plus any two languages, Infernal

Challenge

8

Proficiency Bonus

+3

Assassinate

During its first turn, Koris has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Koris scores against a surprised creature is a critical hit.

Evasion

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

Innate Spellcasting

Koris's innate spellcasting ability is Charisma (spell save DC 11). Koris can innately cast the following spells, requiring no material components: • At will: thaumaturgy • 1/Day each: darkness, hellish rebuke

Sneak Attack (1/Turn)

Koris 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 Koris that isn't incapacitated and Koris doesn't have disadvantage on the attack roll.

Actions

Multiattack

Koris makes two shortsword attacks.

Shortsword

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.

Light Crossbow

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.