15 (studded leather armor)
78 (12d8 + 24)
walk 25 ft.
dex +6, int +4
deception +3, stealth +9, acrobatics +6, perception +3
poison
darkvision 60 ft.
Thieves' cant plus any two languages, Gnomish
8
+3
During its first turn, Paloma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Paloma scores against a surprised creature is a critical hit.
If Paloma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Paloma instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Paloma 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 Paloma that isn't incapacitated and Paloma doesn't have disadvantage on the attack roll.
Paloma has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Paloma 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.