Paloma

Small humanoid (gnome), chaotic good

Armor Class

15 (studded leather armor)

Hit Points

78 (12d8 + 24)

Speed

walk 25 ft.

Saves

dex +6, int +4

Skills

deception +3, stealth +9, acrobatics +6, perception +3

Damage Resistances

poison

Senses

darkvision 60 ft.

Languages

Thieves' cant plus any two languages, Gnomish

Challenge

8

Proficiency Bonus

+3

Assassinate

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.

Evasion

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.

Sneak Attack (1/Turn)

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.

Gnome Cunning

Paloma has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Actions

Multiattack

Paloma 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.