Mistryl Prime
Armor Class 17 · Hit Points 105 (14d8 + 42) · Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 | 20 | 16 | 14 | 18 | 16 |
Assassinate (Trait). During her first turn, the Mistryl has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Mistryl scores against a surprised creature is a critical hit.
Cunning Action (Trait). On each of her turns, she can use a bon-us action to take the Dash, Disengage, or Hide action.
Sneak Attack (Trait). The Mistryl deals an extra 17 (5d6) damage when she 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 the Mistryl that isn't incapacitated and the Mistryl doesn't have disadvantage on the attack roll.
Tech Casting (Trait). At Will: encrypted message, light, poison spray 1st Level: alarm, decryption program, holographic disguise 2nd Level: concealed caltrops, infiltrate, paralyze humanoid 3rd Level: invisibility to cameras, tactical advantage The Mistryl is a 5th level tech caster (tech save DC 13, +5 to hit with power attacks, 22 tech points). The Mistryl knows the following powers.
Multiattack (Action). The Mistryl makes two melee weapon attacks or two ranged weapon attacks.
Techblade (Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) kinetic damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.
Holdout Blaster (Action). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) energy damage.
Uncanny Dodge (Reaction). The Mistryl halves the damage that she takes from an attack that hits her. The Mistryl must be able to see the attacker.