Medium humanoid (human), neutral evil
Armor Class: 14 (leather armor)
Hit Points: 80 (10d8 + 40)
Speed: 30 ft.
Ability Scores:
- Strength: 10 (+0)
- Dexterity: 18 (+4)
- Constitution: 14 (+2)
- Intelligence: 16 (+3)
- Wisdom: 12 (+1)
- Charisma: 13 (+1)
Saving Throws:
- Dexterity +7
- Intelligence +6
- Wisdom +4
Skills:
- Acrobatics +7
- Deception +4
- Nature +6
- Perception +4
- Sleight of Hand +7
- Stealth +7
Damage Resistances: Poison
Senses: Passive Perception 14
Languages: Common, Elven, Thri-Kreen
Challenge: 7 (2,900 XP)
Special Equipment:
- Dagger: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Poisoner's Kit: Wheelock has expertise with poisoner's tools and can create and apply potent poisons.
Poisoner's Expertise: Wheelock is proficient with poisoner's tools. When creating poisons, he can do so twice as quickly and with greater effectiveness, granting a +2 bonus to saving throws DC and increasing the poison's duration by 1 round.
Cunning Action: Wheelock can take a bonus action to Dash, Disengage, or Hide.
Evasion: If Wheelock is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and only half damage on a failure.
Uncanny Dodge: When an attacker Wheelock can see hits him with an attack, he can use his reaction to halve the attack's damage against him.
Actions:
- Multiattack: Wheelock makes two attacks with his dagger.
- Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Poisoned Strikes (Recharge 5-6): Wheelock dips his dagger in a vial of poison before attacking. On a successful hit, the target must make a DC 15 Constitution saving throw or take an additional 14 (4d6) poison damage and become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions: Wheelock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Wheelock regains spent legendary actions at the start of his turn.
- Dagger Attack: Wheelock makes a dagger attack.
- Toxic Mist (Costs 2 Actions): Wheelock releases a cloud of toxic mist in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.