Ghostknife Infiltrator

Level 3
Creature· humanoidRareMediumLegacy
AC 19
HP 45
Speed 25 ft.
Fort +6
Ref +11
Will +8
Perc +10
Size Medium
Rare
Languages common, vishkanyan
Senses low-light-vision
Skills deception +11, stealth +11, acrobatics +9, diplomacy +9, thievery +9, athletics +7, society +7
Recall Knowledge society DC 23

Attacks

Melee Kukri +11/+7/+3(agile, finesse, trip)
Damage: 1d6+4 slashing
Melee Shuriken +11/+7/+3(agile, monk, reload 0 ft., thrown 20 ft.)
Damage: 1d4+4 piercing

Abilities

+2 to Fortitude Saves vs. Poisondefensive
Envenomoffensive

Frequency once per day Effect Using either saliva or blood, the infiltrator applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action.

Flexibleoffensive

The infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.

Proficient Poisoneroffensive

The infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.

Sneak Attackoffensive

The infiltrator deals 1d6 extra precision damage to Off-Guard creatures.

Vishkanyan Venomoffensive(injury, poison)

Saving Throw DC 20 fortitude Maximum Duration 6 rounds Stage 1 1d4 poison damage (1 round) Stage 2 1d4 poison damage and Off-Guard (1 round) Stage 3 1d4 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)